Does anyone know why unity adds a 270 degree rotation on the X Axis?
I’ve written a MaxScript to get rid of it, but I can’t seem to eliminate the issue very well with animated objects. Is there any way in Unity I can zero it out short of adding an extra GameObject?
Are you saying that the objects start with a value of 270 in the transform properties, or that the imported object is aligned with the axes different to Max? Generally, 3D apps aren’t consistent in their use of axes, so you just have to adapt the way you work with them for Unity.
If I drop a teapot down in max, export the fbx, import into unity the X Axis has a rotation of 270.
If I play with the pivot points and the rotation of the object then I can get it to read 0 like it should. I’m just wondering if there is something I can do within unity to make it have sane values without screwing up animations.
There may be export settings in Max that will let you export with a different axis rotation, but on the Unity side of things, no, I don’t know of a way to do that. Well, there is the one way that you’ve already described, which is to parent it to a GameObject that does have the correct axis, but that’s probably not what you were hoping for.