I have created a model, made a skeleton and animation for it, and I want to upload it to unity. I’m making adjustments so that the size is 1 1 1, but I can’t solve the rotation problem. The model’s face was pointing straight, but now it’s turned to the right, as if rotated 90 degrees. I’ve tried to change all sorts of settings, but the axis selection doesn’t seem to have affected anything. Do you have any advice?
This is normal with the wrong export settings. Blender uses a different XYZ orientation. I believe it uses X as forward whereas Unity uses Z forward, hence the 90° rotation. I know this can be fixed just by specifying the correct settings during export, or simply by rotating your meshes in Blender by 90 degrees. Check a tutorial which solution is preferable because I just know the theory, not how or where it is applied (not an artist).
That’s actually quite a complex issue, if you want to do it “right” - that is, no rotation and a scale of 1, but this is the most in-depth guide about it that I know: How to Export Models from Blender to Unity - Polynook
You can save these settings in the Blender FBX exporter so you don’t have to adjust them every time.
With rigged models, there is also the issue that Blender adds an extra node for the armature that is often not wanted. To fix this, you can use this exporter instead of the built-in one: GitHub - A-Ribeiro/CustomBlenderFBXExporter
why is my post flagged as spam while PhiMue’s post linking the same article is still up?