HiThis is a way to get your geometry axis right when exporting from 3DS Max to Unity using FBX.If you make ex. A tube in your FRONT window and export with Y as up axis in the FBX exporter, you get the right axis conversion in Unity= Forward/depth is Z, up is Y, right is x, and still having the rotation in Unity as 0,0,0Making your objects in front view give you X 90,Y 0,Z 0in rotation.So just as long as you in Max have X 90,Y 0,Z 0 in rotation and export with Y as up in FBX, you should be fine.Cheers. Click to expand.:evil:If all the textures were imported upside-down, would you then ask us, 'Well why don't you just flip all your images before you save them?' If all the sound effects were imported reversed, would you suggest that we reverse all our sounds before saving them?We shouldn't have to, it's a stupid way to work, error-prone, a waste of time, and it still wouldn't fix the fact that the GameObject requires an extra -90 rotation.
Autodesk 3ds Max, formerly 3D Studio Max, is a 3D computer graphics program for making 3D animations, models, and images.It was developed and produced by Autodesk Media and Entertainment. It has modeling capabilities, a flexible plugin architecture and can be used on the Microsoft Windows platform. Oct 04, 2012 3ds Max:: Distortion When Rotating Linked Geometry? I have a robot model, and because he is a robot, he has a simple FK link structure. All the fk links work fine, except the wrists. When i rotate the wrists i get a skewing of the geometry of all the children below the wrist, and in the rotation gizmo on screen. Nov 16, 2014 Get YouTube without the ads. 3ds max rotate issue Mustafa El-askary. Unsubscribe from Mustafa El-askary? Animating a rolling ball with squash and stretch in 3ds Max 2014.
Seriously: if the Unity code is reasonably organized, this should be like a few hours of work on your end to fix it to work right, and without hacks, and it would reduce frustration and headaches on our end. I don't understand what the holdup is. You've got nothing to lose by fixing this (as far as I can see), and you'd gain more fans.Edit: I'm sorry, I didn't mean to hijack this thread to a different topic. Also, to be clear, I'm using Blender, not Max.
Didn't notice the other posts. I just want to answer to the 'why not rotate the object in 3ds max':Any additional required step calls for troubles. You need to train the 3d Gfx ppl to consider it and they still might forget. Then we might write a script to detect stuff like that or automate and loose some more time. So the answer to 'why' is: the smoother the pipeline the better - that's what the tool is aiming for anyways, not?From my experience: any complication might costs additional time. So if it's possible to improve this by hiding that step, that would be cool!Of course, in meanwhile we rotate manually.
I'm with Dom here - it should not be hard for devs at Unity to implement an option in the Mesh view to 'switch right-handed to left-handed coordinates' and save its users the hassle. There are already plenty of other mesh loading options there.I'm in a situation where I have a bunch of Max art assets in right-handed coordinate system (from a game I'm porting to Unity). I contracted these some time ago and no longer have access to the artist or the software to convert them manually.
I could go try to figure out blender and hope there is an appropriate importer for my files and then an appropriate exporter to convert the coordinates, or I can manually tweak all my assets in unity. Either way, its a one-at-a-time manual hassle that could (and should!) be easily addressed in Unity at load time.Please don't misunderstand - I'm not fishing for a work around here, and I'm not asking for help. I know I can get around this issue if I want to jump through some hoops or write my own conversion tool.I'm hoping a Unity dev will read this and recognize the need.(edit) After some searching, I added a feedback item requesting this feature. Please vote for it up if it is something you'd like to see. I'm not concerned by which axis is considered up. That is a developer preference across the board that has to be communicated to the artist(s).
Questions like 'is a world space unit 1 foot or 1 meter?' And 'which axis is up?'
Are going to be different between every team no matter what product they're using. I agree with you that Unity shouldn't tamper with those.My concern is with left-handed coordinate systems vs. Right-handed systems. This is a very well defined problem. We know which one the engine (Unity) uses and we know which one Max, Maya, etc. Use, and they're not the same.An option to switch the 'handedness' of a mesh in the 'mesh view' of Unity would resolve the issue without backward compatibility issues or the need to manually export all the assets.
Another rhing to note, if you create your object in Max (say using the L-side view instead of top) oftentimes rotating it in Max makes no change if you export it as an FBX. The FBX exporter for Max 09 gives you the 'X-up' or 'Y-up' question, but that also does not always have an effect.If you're working with a biped skeletal structure, it takes a bit of fiddling (adding the dummy object for example) to get it to export correctly, and I've found it simpler to just export the object into Unity and rotate it after the fact.
Anyone that wants this coordinates thing fixed really should vote on the feedback page on the issue here.The coordinates thing gets mentioned at least once a week and on occasion the feedback page gets mentioned. The feedback/wishlist page tallies peoples votes and lists them priority. Unfortunately there are currently 3 seperate subjects and the one I pasted above has the most votes. It's currently at 34 votes which leaves it quite far down the list at 41st from the top.It's a bit of a pain, but please take the time to sign up and cast your vote so we can hopefully get it fixed. Hey, i recently came across this problem too!I am trying to create a Turret in Max, in a similar way to the Sentry Gun in the FPS Tutorial.The issue I am having is:1) I am no Artist/Modeler I am a programmer trying to model, and so there are issue to begin with haha.2) There are two objects/meshes in Max. The TurretGun and the TurretBase.When i export in Max, and import to unity, the whole object(as in both combined) is shown correctly. The issue is that its sub-meshes are not, their rotations are messed up.Will rotating the X for each individual model help out?
And then export with Y-UpThanks, Adam. HiThis is a way to get your geometry axis right when exporting from 3DS Max to Unity using FBX.If you make ex.
A tube in your FRONT window and export with Y as up axis in the FBX exporter, you get the right axis conversion in Unity= Forward/depth is Z, up is Y, right is x, and still having the rotation in Unity as 0,0,0Making your objects in front view give you X 90,Y 0,Z 0in rotation.So just as long as you in Max have X 90,Y 0,Z 0 in rotation and export with Y as up in FBX, you should be fine.Cheers. I just started taking a look into Unity and the first thing I stumbled across is the orientation issue. Rotating the pivot about 90,0,0 does align the axis properly, but the mesh is still flipped on (unity) X and Z axis.To get the same orientation (geometry and pivot) in Unity as in 3dsMax it takes:1. Mirror geometry on X/Y axis2.
Reset pivot to world space coordinates (as its mirrored as well)3. Rotate pivot about 90° on X-AxisHowever this can only be applied to geometry, it pobably F.s up all characters. I searched the forums and the unity answers page but as there doesn't seem to be a solution.I assume all UnityDevs got used to this?
I'm not nagging I just want to know about possible pitfalls.thanks in advance. Zortech, you can't really get the same orientation of pivot and geometry, because handedness of Unity and 3dsMax do not match (i.e. Left-hand vs right-hand coordinate systems), so I don't really see how you would make it exactly the same. Anyway, is it really a problem? I think the only actual issue is the unwanted rotations on imported objects, i.e.
Object have (0,0,0) rotations in external tool, but when imported they get (270,0,0) in Unity. As Tysoe said it's on the wish list:Now just to make things clear: it's not something that Unity does, this conversion is done by FBX SDK during import time. It doesn't work exactly as we want it to, so I started implemented my own conversion, but it's not done yet: it's not easy as I would like it to be - it's easy to convert rigid objects, but it's much harder to do for skinned and animated ones.There are several ways to solve that issue:1) Parent your object to empty game object which has (0,0,0) rotations.2) Write an asset importer which removes these transforms (as I said it's easy to do for rigid geometry)3) Wait for Unity to fix this. I know from personal experience how annoying these (270,0,0) rotations can be, so I want to see it fixed just as much as you do.Paulius. Thanks Tysoe and Paulius for your quick answers.Yes, I figured it's actually not a real problem.
I just want the exported objects in Unity to be aligned properly without any predefined rotation values. Rotating the pivots in 3dsMax does the trick, as others posted already as well. I was only hoping that an object which is moved along the positive X-Axis (via Unity script) wouldnt go backwads because of the flipped axis.
(if that even makes sense )I resolved the rotation issue via maxScript for now as I'm not that familiar with Unity yet and continually clicking the 'exportSelected' button in 3dsMax is annoying as well.Max. HiThis is a way to get your geometry axis right when exporting from 3DS Max to Unity using FBX.If you make ex. A tube in your FRONT window and export with Y as up axis in the FBX exporter, you get the right axis conversion in Unity= Forward/depth is Z, up is Y, right is x, and still having the rotation in Unity as 0,0,0Making your objects in front view give you X 90,Y 0,Z 0in rotation.So just as long as you in Max have X 90,Y 0,Z 0 in rotation and export with Y as up in FBX, you should be fine.Cheers . I have been troubled for full 4hours and I still don´t know how to solve this.
Allow me to explain: I got my character fully rigged the way simple bones are to be attached to one another, 1 chain for legs, another one for torso, etc. All these parented together. They´ve been created using the RIGHT viewport. I´m using softimage. When I export to FBX I have no options to twist x by 90º.
So when I get my fbx over to unity, my bones twist the mesh horribly. And the pivot point.well.simply put: doesn´t match anything I view in softimage nor if I twist it. If I have a single bone chain, all the mesh appears good.
As soon as I parent another bone chain, then it twists like crazy.Please tell me this is just a timely nightmare.