Wrong axis when importing from 3ds max?

Hi

I have a little problem. I made this simple turret in 3ds max:
http://img715.imageshack.us/img715/3817/turret.png

I imported it to Unity and it seems to work well:
http://img824.imageshack.us/img824/7564/turret2.png

Then I attached this little script to the turret. I wanted it to look at the player every frame:

var lookAtTarget:Transform;

function Update ()
{
	transform.LookAt(lookAtTarget);
}

And see what happens:
http://img268.imageshack.us/img268/913/turret3.png

I have no idea how to fix this so could you please help :P?

Well I solved this problem by myself. I don’t know is my solution good way to solve this but I changed all the pivots in 3ds max:
http://img834.imageshack.us/img834/4043/3dsmaxpivots.png
(For some reason rotating the turret’s head’s pivot point it affected the head itself too and made a little bit smaller althought I had the option Affect pivot only on).

Now the turret looks at me.

I think Unity should do this kind of conversion automatically?

or you can drop your model into an empty gameobject, use it as a container.

Yes that works too. Thanks :slight_smile:

Y is up in unity instead of Z as it is in Max. Typically you’ll just throw things inside a gameobject parent and apply your typical rotation as needed.

I agree, it should at least be an option when creating the project to set Z axis to up but its really not a deal breaker to work around.