So, it looks like axes are rotated wrong when imported to unity, and I wonder if there are plans to fix this sometime soonish?
It seems I can hackishly fix this by rotating the pivot in 3dsmax, if I remember correct in 90 in x and 180 z axis, and then I have to rotate the unity z again.
But this this can’t be the planned way of working with unity can it? There will surely be issues on a larger project ![]()
It would be great if the unity importer supported custom rotation/flipping around axes. Pipeline is such an important thing, and there must be thousands of people using 3ds max as their asset creation tool. .
Kjetil.