Image not available

200x200

44.jpg

๐Ÿงต Untitled Thread

Anonymous No. 905268

>export model from blender
>its rotated by -90 degrees on the x axis
what is this bullshit

also
>import obj
>its scaled up 100x

Anonymous No. 905270

First world problems.

Anonymous No. 905283

>>905268
OP u are a retard... u can change the axis in the export menu... i spit on ur face.

Anonymous No. 905303

>>905283
unity compensates for that and by default reverses it.
only way to get objects corrected properly is to rotate them 90 degrees in blender

Image not available

559x568

1468989704412.jpg

Anonymous No. 905309

>>905268
I hate that shit so much. It doesn't even do it consistently. My last three models.fbx are orientated correctly. Next one will probably be flipped again.

Also, I have a hell of a time with rigs. Some of the minor bones have their Y and Z's axis rotating the same. Weird to type, but they can only rotate on two axis; X & (Y+Z combined). Wtf causes that?

Anonymous No. 905312

>>905268
>>905303
>>905309
Are you guys forgetting to apply your transforms?

Anonymous No. 905313

>>905312
No. Trust me, I sometimes have to rotate models 90 on X, apply rotation, then rotate -90X before exporting to .fbx

Anonymous No. 906095

>It's such a chore, right?
Crying over something that takes three seconds to do and you effortlessly do without even thinking about it. In your sleep.
Imagine being like this.

Anonymous No. 906250

>>905268
Whos going to model and animate a walk cycle for the Lanely Ball??

Anonymous No. 908441

>>905268
>import model
>it adds an extra 'Armature' node that breaks all mixamo animations

Anonymous No. 908513

>use free and open standards
>everything just werks