Pivot scaling and rotation vakues Invetor -> Pixy Studio -> 3ds Max -> Unity HELP

Hello Everyone!

Thanks for taking the time to read my post. I am currently having extreme difficulties delivering assets without scale or rotation, and this problem is costing us days!

I am bringing a step file from Inventor into Pixyz studio, then an FBX into Autodesk 3ds Max and finally an FBX into Unity.

As you can imagine, the assets are having quite a journey through different co-ordinate systems. In Unity the axis conversion is enabled and exports (FBX) should work from 3ds Max, in 3d Max I have rotations and scales. I wish to avoid Reset X Form, as I have instances and do not want to severe the link. In 3ds Max’s FBX Export Z is set to up.

I have read many articles about different co-ordinate systems, but I cannot seems to solve these issues.

I would be deeply grateful, if someone can share their workflow, tips and tricks, guidelines anything on how to solve this problem.

Note: Exporting an FBX from Pixyz Studios and importing into Unity works without any issues.

Many thanks!

Hi @ColMatrix

I’m not sure to fully understand where your issue is.
Can you illustrate with some screenshot or schema ? Have you identified where it went wrong (at which step) ?

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Hi @ColMatrix

Yes please, share more details on the issues you are having.
Also: what’s the up-axis and units of the STEP file exported from Inventor? As Pixyz is Y-up oriented and using Millimeters (see documentation), you might have some weird transforms on the root node of your model in Pixyz Studio. BTW you can use the function Reset Transform from the Scene menu to reset the transformation values across the tree, while preserving instances (which will keep their specific transform to keep instanciation).
What’s the units setup in 3DSMax? If it’s millimeters, then you’ll have no scale modification. But as Max is Z-up, there will be a 90° rotation applied on the X axis of the root node.
Etc…