Wrong axes when importing from 3dsmax fbx export.

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 :confused:

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.

Agreed they should fix this

You could just tell max what you need it to be when you export the fbx too >…>