![]() If Unity doesn't see the expected rotation and scale values it can create errors that can't be fixed in Unity. The fbx exporter in Blender tries to apply the rotation and scale into the fbx on the file level, which can be interpreted strangely from other importers. This is translated to Blender's world orientations and scale for usability of the file in Blender. There are many websites out there that offer free and paid 3D models for both Blender and other 3D applications usually in formats such as. ZEPETO's expected workflow to Unity uses Maya's world orientations and scale. ![]() This can be done in the objects Transforms properties or in the. To preempt corrective steps on a finished item, set the transforms of a new mesh object for your item to 90 degrees of rotation on the X axis and 0.01 scale across all axes. Maya has a default world-axis orientation of -Z forwards, +X right, and +Y up with a default world-scale in centimeters. An item created in Blender also has to have the same rotation and scale values as the creator base set. This can be done in the object's Transforms properties or in the Delta Transforms properties. □īlender has a world-axis orientation of -Y forwards, +X right, and +Z up with a default world-scale in meters. To maintain file compatibility, keep objects at these orientation and scale values.Īn item created in Blender also has to have the same rotation and scale values as the creator base set. Build detailed 3D worlds with 16000+ high-quality 3D assets, a 3D content manager, and an easy-to-use texturing tool. On import of the Creator Base Set, you may notice that the X rotation of the Creator Base Set object is set to 90 degrees, and the scale of the object is 0.01 across all axes. Blender's axis orientation and program-level scale values differ from Maya, which can cause issues in the export process to Unity. The ZEPETO item workflow and sample files are set up with Maya in mind.
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