Is there a way to change the Gizmo on imported models?

I made a plane in blender to import into Unity. The gizmo on the plane is as follows: the Z-axis points to the nose of the plane, the Y-axis points over the left wing and the X-axis points up. I feel this is counter intuitive to use in the scene since the global Y-axis points up. Is there a way to rotate the gizmo on the plane? I tried rotating the plane differently in Blender and then exporting it but that doesn’t seem to help.

Thanks in advance for your help!

As far as I know, you can not change or rotate the Pivot when importing.

I am using 3Ds Max and every time I ‘add’ a model / mesh to my FBX file, I select it - then select “Affect Pivot Only” and Rotate:

X: 90.0 Y: 0.0 Z: 0.0

It just became part of my workflow :slight_smile:

Is that an option in Unity or 3DS Max? I’ll see if something like that will work for me. Thanks!

I am using Max to Rotate the Pivot of my model.

The Pivot is something like the Global World of the model.

If you only rotate your Model (like you said), this will chance nothing, because in Unity, the model will - (Rotation 0,0,0) have the same ‘issue’.
If you rotate the pivot like I said, you affect it’s space/world.

I can think of an abstract example:
If you take a map of the world with a compass painted on it and you rotate the whole map, …this doesn’t really changes the directions (north, south etc)
Editing only the pivot before exporting could be similar to ‘picking’ and changing only the compass of the map.