Scaling issue (3ds max to Unity)

Hello.
I seem to have an issue with my models when I import them into unity.
I always end up with random scaling in Unity.
For example, my male 3d model is roughly 1.8m and the female is roughly 1.7m, yet in unity I have to set the scale factor on the FBXImporter to 0.0014 for the male, and 0.01 for the female in order for them to be the appropriate size.
A second female model with the same specification as the first has to be set to 0.0007 :expressionless:

My units in 3ds max are constant, and in 3ds max itself they’re all the appropriate size when in the same scene so I don’t understand what’s going on.
Any advice?

Hi there!

Im guessing your export unit setting and scene unit setting arent the same, so that`s why you end up with strange scaling. Try to use a setup like this everything should be just fine:

Shout out if that doesn`t help :slight_smile:

I’ve been using the built in FBXImporter in Unity (by simply placing the .max files directly in my asset folder) so the settings should be the same.
I tried the same thing with the FBX export plugin but ended up with the same result. (my export and unit settings are identical to yours)
I see from your screenshot that the plugin has been updated though, so I’ll update it and write back.

Thanks for the reply. :slight_smile:

Edit:
I updated the FBX exporter and tried exporting it directly from Max (double-checked my settings too), but I’m getting the same result.
The male model still needs to be scaled to 0.0014 and the female needs to be scaled to 0.058 for some reason (the same one that had to be scaled to 0.01).
If you can think of anything else I can try I’m open to suggestions because I’m stumped.

Yeah!

Updating the fbx-plugin should hopefully do the trick, but if that doesnt help, Ill gladly have a look at your file see if I can figure out what`s wrong.

Cheers,

Roald

The other way you can do this, is make sure your system units are set to meters, and you can then use whatever size setup you prefer (myself I prefer generic units) - when you import into unity, set your scale on the import to 1, and it will always be a 1/1 match. If this gives you trouble in the viewport, you can adjust the clipping to compensate, click on the viewport options (on the viewport itself) and select viewport clipping, then slide the arrows on either side to the outer most points, and you’ll be set no matter how close you need to zoom in on the model.

Also, build yourself a model specificly for checking scale. Once your system units are setup right, I usually build myself a human box (which I set at 2 meters, I know its a bit tall but it gets the job done :wink: ) 1x1x2 is a good aprox size for checking the scale.

Oh, I just wanted to add, export them manually to fbx - it will convert faster, and resolve more issues than doing it the other way, you’ll also get to see what other issues pop up that might otherwise show up through instantiating only that can sometimes show immediately when the fbx file is loaded (like the pivots being wrong as one example)

Thanks for trying to help brokenpoly and larvantholos.
I ended up bypassing the issue today, its a bit of an annoying way to do it but at least it works.
I created a scene in Max where I simply keep merging in my .max files as I finish them, and then exporting each object individually via the FBX exporter as per usual.
Nothing is getting rescaled upon merging, but for whatever reason exporting the objects from the same scene seems to keep the scale when importing to Unity constant.

It sounds like your units in the scene are simply setup wrong :slight_smile: oh, and you may not realize this, but if you export the whole scene as an fbx file, it will import into unity properly as individual objects, grouped under the file name - letting you essentially bypass the import size limit you get on a max file (but still limited to that on a per object basis)