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Fbx export settings for unity
Fbx export settings for unity












fbx export settings for unity

The thing thought is that Unity will show its size in meters and not in units (centimeters) like 3ds Max. Import it as that in Unity (you can literally drag and drop the asset from its folder into Unity’s folder.)įrom now on, in Unity, the asset will have exactly the size you wanted it to have.

fbx export settings for unity

(It’s a check square above the list of unit you could wish to have the current 3ds Max units converted to) In case you modified it, make sure that the “Unit” conversion is set to automatic. Once you’re done with the meshes, export it as an FBX. If you want to have Unity fully recognize the exact units you used in 3DS max without any conversion, there’s how you can do it naturally :įrom then, consider that 1 unit = 1 cm even if it’s not written anywhere.

fbx export settings for unity

To work around this error, set your 3ds Max system units to 1 Unit = 1 cm. Somewhere in the workflow, there is a divide by 100 being done where it shouldn’t. So where is exactly is the bug? Unknown which of the two is the culprit. Alas, it appears in the Unity scene properly scaled. So the cube should appear enormous in Unity. When Unity does the import, we know that it does so at a scale of 1 Unit = 1 meter. You’ve exported a cube that is, in terms of raw units, 100x100x100. When you import to Unity, you will get a properly scaled model. In other words, do not do any scaling whatsoever. When you export to FBX, leave your scaling at 1. Obviously, this appears to create an inconsistency, because an object imported to Unity will be imported at 1 Unit = 1 meter. Do not use the sensible assignment of 1 Unit = 1 meter. In 3ds Max, when you set up your units, select 1 Unit = 1 cm. Suppose you model a 1x1x1 meter cube, and want to export it to FBX for use in Unity. If you would like to see this as a video, let me know as well.UPDATE: Tried some out-of-the-box googling, and may have finally found the answer. If you have any questions, you can e-mail me, or comment below. I just wanted to be as clear as possible in detailing the procedure since I had to dig though a few forms and experience trial and error before I got the right settings, especially when blender updated. Keep in mind you can have preset FBX format settings. it takes me about 15 seconds to convert it with the correct rotations and scales in an FBX format no matter how large or how many objects are selected. If the process seems a bit long, it really isn’t. Even if you will change them within Unity, it will help you when you start working with bigger files. Select them all, rotate, apply and follow the directions, it will work just the same, and remember to name your objects within blender. So you can have multiple objects that are parented with children. Be advised that this works with multiple models in one blender file. Thank you for reading, I hope it has helped you.














Fbx export settings for unity