rotateEntity / rotateMesh

Hi,

Now that I have imported an animated character, it’s rotated.
But when I translate on the Z ax, it moves up in the sky (Y ax).
In Blitz3D I would then rotate the mesh (not the entity).
This actually rotates the whole mesh but does not rotate it as an entity.

How can I achieve the same in Unity? Compensate rotation?

Thanks

You can parent transforms in unity.
So just create an empty game object and make your character a child of it, using drag&drop.

Then rotate the character any way you like.

Also, if you have access to the original file and the 3D app used to create it you could try and rearrange the orientation there. For instance, in Maya, you just rotate it so what you would consider forward is facing along the z axis (away from center) and then choose modify->freeze transformations.

Obviously, from now on it will be easier just to be sure that the model is built with the z-axis as forward. :smile:

Thanks!!!