Pivot rotation error when importing some formats

I tried to make a screenshot as much self-explanable as i could. Anyway, let me explain:

I made that pyramid with LW (pivot fits with world coords) and i exported it in those 3 formats.
Once imported in Unity the pivots are directed in the way you see in the screenshot.

The OBJ file is CORRECTLY directed in the same way of the Unity World coordinates.

The other 2 are not. And, moreover, when I import them i get the object in the right position, BUT with the rotation values not at (0,0,0).
Then… if i set those values to (0,0,0), the pivot fits with the Unity world coordinates, BUT the object rotates!!!

  • More informations -
    I tried also 3DStudio:
  • exporting in FBX, the prob is the same
  • exporting in 3DS, everithing is correct

— Questions —

  1. Is this a bug?
  2. If not, do I have to set something in LW?
  3. Is this a Unity importing problem or an FBX/DFX problem?

  1. Is this a bug?
    No. It’s quite common.

  2. If not, do I have to set something in LW?
    You’ll have to use obj or work sideways in LW (or rotate prior to export). Don’t think there’s an axis pref on export.

  3. Is this a Unity importing problem or an FBX/DFX problem?
    It’s the way different formats handle Y up or Z up (right handed/left handed coordinates).

I tried to rotate the pivot inside LW, but Unity (or the FBX) seems not taking care of it.

I temporary solved the prob rotating the object prior to export, but I’d like not to do this.

Does anyone had the same prob?

Most of us have. You just have to accept it and move on with your life, generally. Unless you can find a way to flip axes on import/export.