Proper axis orientation at export

Ive modeled assets for my game in Blender and exported them as .fbx files for use in Unity. Now I know that Blender and Unity dont use the same axis orientation, and flip the directions accordingly when I export the file. The problem Im coming across now is that the axis will be properly flipped only on the root object. For example, I have a turret, with separate objects in blender for the base, the part that pans, and the part that pivots. When I get to Unity Ive noticed that the root object will have proper Z forward axis, but all the component pieces (the base, pan, and tilt parts), have blenders Z up axis. Ive worked around this up till now simply by creating an empty and parenting the parts to that to get the right orientation, but with my assets getting more complicated I hate dirtying up my hierarchies with extra empties like that. Can anyone shed some light on this little conundrum? Theres has got to be a simple way to get all the child objects to follow the roots orientation.

I had the same problem today and tried every sugestion in the forums and unity answers but nothing worked.

But, finally my solution was the following (Using blender 2.67):

ON BLENDER (in OBJECT mode)

  1. Put the model facing into Unity Axis, in this case I had a human model, so I rotated it so that the Y axis was the model height and the Z axis was the forward Axis (the model faced Z).

  2. On 3d view: Hit Ctrl+A and selected Rotation, or by menu ‘Object->Apply->Rotation’. This will set your rotation to 0,0,0 on the object transform.

  3. Use FBX export and set ‘Forward: Z Forward’ and then ‘Up: Y Up’ on the menu.

  4. Export the model to FBX (and save :P)

ON UNITY

  1. Scale the exported model to 1 (since it’s on 0.01)

  2. Put the model on the scene and you will see that it has rotations (X is on -90 and Y is on -180 degrees), put them both on 0 degrees

And that worked fine to me!, now my model faces forward to the Z axis!

I suggest to prefab the model so that it will always start with 0 rotation.

I hope this works for you.

Cheers!