okay i know Unity uses XZY and blender uses XYZ
and i know how to like fix it … or i thought i did…
in blender its
x -90 , ctrl+A → apply rotation , save it
but … its like some objects work right and some dont … wtf!!
it just cant be easy, can it? … grr!!!
… its annoying Unity automatically makes it -90 … but thats DUMB!!! (sometimes)
WTF!!!
i have 2 almost identical objects… and one of em gets the automatic -90 and one of em doesnt WHY1???
WTF IS GOING ONNN!!!
and like the mesh import thing is greyed out and says -90.00001 x
why cant i edit it
why is it not perfectly -90x (it matters!)
OMFG ><
one was a prefab with fixed rotation
and one wasnt ><
(my fault lol)
STILL
how do i get rid of the automatic -90 x ?
this crap is my #1 gripe with unity , its ALWAYS a CONSTANT annoyance… every… single… time…!!! this is like the 50th time this cost me like 30 mins or so at least
Export as fbx, bake the rotation.
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I don’t speak very good English. But if I understood the problem, you can try this:
Hi all! Lately I’ve been trying to tackle Blender’s python and here are early fruits of my experiments. This addon fixes rotation of objects such as meshes or armatures to match Unity’s coordinate system. To install this addon unpack it to your...
Reading time: 15 mins 🕑
Likes: 122 ❤
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ahhh okay, yeah ive done that before…
hard to remember all these things when i gotta remember all the coding and everything else too lol
thanks
< … oh its cause i was instantiating it with like
theObjectToPlace.transform.eulerAngles.x
instead of with a 0 … idk whats with that lol…
There is an option in the fbx export to swap axis, at least that’s how I remember it, haven’t exported in age. Don’t remember having any problem.
1 Like
This^
That is what I was referencing:
Though it says Experimental, it has said that for years, it works just fine.
I used to use the .blend file when I use Blender, I have found the fbx much more convenient. I can maintain the axis in Blender, and still have it proper in Unity. It also lets me use the .blend file as source/working, so I can have a lot other/wip stuff in it or unapplied modifiers, but only export the final stuff for use in Unity. It helps keep things clean.
7 Likes
zombiegorilla:
This^
That is what I was referencing:
Though it says Experimental, it has said that for years, it works just fine.
I used to use the .blend file when I use Blender, I have found the fbx much more convenient. I can maintain the axis in Blender, and still have it proper in Unity. It also lets me use the .blend file as source/working, so I can have a lot other/wip stuff in it or unapplied modifiers, but only export the final stuff for use in Unity. It helps keep things clean.
I always wondered what that button did.
2 Likes
zombiegorilla:
This^
That is what I was referencing:
Though it says Experimental, it has said that for years, it works just fine.
I used to use the .blend file when I use Blender, I have found the fbx much more convenient. I can maintain the axis in Blender, and still have it proper in Unity. It also lets me use the .blend file as source/working, so I can have a lot other/wip stuff in it or unapplied modifiers, but only export the final stuff for use in Unity. It helps keep things clean.
OMG that was it. I didn’t press it because it said Experimental … and @ I agree with Homer. wth…