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Question by Sneakyfoxfactory · Mar 31, 2017 at 09:23 PM · axis3dsmaximporting problems

Axis problem when importing to unity

I have a problem when importing my assets from 3dsmax to unity. I rigged it and exported it with the Z up, but in the FBX export i checked "y up". I ended up with this : alt text

when i drop it in the scene, the object is straight, but in the content browser the mesh lay on his side, forced in the "y up position". I want to correct that, to have everything lined up perfectly, with correct axis everywhere

I tried a method i've found in the forum, rotating the object in 3ds so it has the Y-up in 3ds, then exporting it with the "Y-up" option. It should work, but instead, I got this : alt text

And I don't get it at all. Nothing is oriented the same! In 3ds, when exporting, the top of my object is Y-up, the option I checked is Y_up, and in Unity, it's all messed up.

Any idea ? Thank you

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Answer by theANMATOR2b · Apr 01, 2017 at 05:16 PM

Simple solution - make sure you create objects and rigs in the front viewport, and export out of Max with Y up, and if you continue to have issues - fiddle with the settings in Unity. The original orientation issue between Unity and Max was resolved when 5.0 came out, so you are only experiencing a setup problem.

Alternately you can parent the character to an empty game object if needed to correct the problem if the rig orientation is not correct from not creating originally in the front viewport.

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Answer by Sneakyfoxfactory · Apr 03, 2017 at 07:24 PM

Thank you for your answer, I reworked my mesh in the front view, the skin and bones are all ok, but I'm still having this result :

alt text

I have no transform on my mesh when i export it, everything should work, but i don't understand why the mesh "bird" is laying on his side. How is he different from the skinned mesh anyway ? The bird is working, his rig and animations are working too... but as I'm trying to get it on the asset store, I need everything to be perfect.


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avatar image theANMATOR2b · Apr 04, 2017 at 05:37 AM 0
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To be honest - the mesh orientation doesn't make a difference. It is only important about the rig being oriented in the correct direction. Because re-orienting a rigged character is a lot more complicated if not correct, than rotating a simple mesh.

As long as the bird is oriented correctly when rigged, you shouldn't have any issue.

Did you reset xform on the bird mesh before reskinning? or reset xform on the bird mesh that is not rigged? To confirm transforms are correct, right click on the scale tool on the tool bar at the top. The scale values should all read 100 on absolute value. Not -100 or any other number. If they do not read 100 reset xform in the utilities panel. Caution - this will collapse the modifier stack, so any modifiers you want to retain you can instance them to another mesh or copy/paste back onto the mesh after xform has been reset.

avatar image Sneakyfoxfactory theANMATOR2b · Apr 04, 2017 at 05:00 PM 0
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Thank you (again) for your answer. I know the mesh orientation doesn't matter, but my package was declined because of this problem... So i need to find a solution anyway.

I tried many things without finding a solution. I deleted the rig and the skin, the bird is oriented differently in the fbx import and the mesh inside it... I reset the xform, every parameter is at 0, and know the bird is reversed (see the picture below)... In 3dsmax, the mesh doesn't move one bit, it's still aligned like you said it should, in the front view, and I export it with Y up.

I'm out of ideas, because even the mesh alone, with no bones, i can't seem to align properly... picture is here : http://hpics.li/4db5955

avatar image theANMATOR2b Sneakyfoxfactory · Apr 08, 2017 at 05:02 AM 0
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@sneakyfoxfactory - if you'd like I can take a look at the file - to see if we can solve together. I'm presenting my game this weekend, but after that I'll be available. I'm running $$anonymous$$ax 2012 at home, but I have access to 2013-2017. Just let me know what $$anonymous$$ax version - if you send/upload a file.

You can contact me in the forums via P$$anonymous$$ - @ theAN$$anonymous$$ATOR2b

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avatar image theANMATOR2b · Apr 20, 2017 at 08:28 PM 0
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@sneakyfoxfactory are you talking about the x axis for the mesh? If so - again I don't think this is a problem because the mesh axis orientation does not matter when the mesh is rigged, as long as the rig orients the mesh correctly.

However - if you still want to fix the axis orientation of the mesh - while still keep the rig and animations for the model, this is a pretty manageable fix.

$$anonymous$$ake sure this is done when the time slider is on frame zero.

Select the rigged mesh. Under the skin modifier - select save skin. The skin will save as a .env file. Once the skin is saved, delete the skin modifier.

$$anonymous$$ake a duplicate (snapshot - mesh) of the mesh in the exact same place. This is only to make sure the original mesh does not move when resetting/changing pivot point. Snapshot is under the tools menu. Change/fix original mesh pivot point how you want it. I usually reset xform before this step - but you have already done that.

Once the pivot is correct - and the mesh is in the same spot as the duplicated mesh (it didn't move) delete the duplicated mesh, apply a new skin modifier to the original mesh.

Associate the original animated bones to the original mesh.

Under the skin modifier - select load and select the .env file you saved previously.

$$anonymous$$atch up (left to right) all the bone names line by line to the bone names in the saved .env file and hit load. Now the mesh will be re-skinned to the bone rig with all the animations - without having to re-rig, redo the skin weights or re-animate anything.

avatar image Sneakyfoxfactory theANMATOR2b · May 11, 2017 at 04:46 PM 1
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@theAN$$anonymous$$ATOR2b Thank you very much for your help, my package is online :) I followed your advices and manage to get all my axis right ! if you need anything from my website let me know : sneakyfoxfactory.com

A big thank you :)

https://www.assetstore.unity3d.com/en/#!/content/85075

avatar image theANMATOR2b Sneakyfoxfactory · May 11, 2017 at 05:35 PM 0
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Glad everything worked out and you got the pack on the store. Congrats. :)

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