I followed two tutorials for importing Blender files into unity. One showing how to fix the rotation, and the other how to fix the scale. I did both, and the scale works, but in the inspector of the model the scale is “100” on all 3 fields, and the rotation is for some reason “-89.98” even though I set it to -90 in Blender and applied rotation and scale.
The person in the rotation tutorial just saved the file (.blend), and didn’t export to fbx, so they don’t have that problem.
Any ideas what’s wrong? I’m stumped.
Also, is there actually any benefit to using .fbx files over .blend ones? (Using .blend fixes everything, I’m just curious)
When I first started out I had this exact same problem and the .fbx files seem to make things worse, so now I only use .blend files. I have’t come across any issues yet (and I’m importing animations too).
When imported, check the model tab and the scale factor. That should be 1. I think that will fix your scaling issue.
Rotation is still weird some times. My suggestion is always keeping your objects centered in Blender before exporting them into Unity. If you have a rotation issue, for example, a character that needs to face forward (so it looks like he’s walking forward), then rotate within Blender and don’t mess around rotation in Unity. It’s bound to make matters more confusion and not really do anything anyway. Sometimes I do still have to rotate 90 or 180 degrees within Blender, but that’s not a big deal.
No problem. Also, if you decide to import animations with your mesh, create at least a single animation before importing. This seems to fix some issues for me too.