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Question by pbcMark · Oct 09, 2011 at 07:46 PM · rotationimportblenderfbx

Stopping the 270 degree FBX default rotation on import

I want to know if it is possible to prevent automatic rotation of FBX objects during importation to Unity, and how to do it if possible.

Explaining:

When importing an FBX format object from Blender 2.59, I notice that a 270 degree rotation is automatically applied on the x-axis. This is apparently performed in order to compensate for the z-axis-up characteristic of Blender, which conflicts with the y-axis-up characteristic of Unity.

The Unity documentation advises the user to correct the rotation of objects to a y-axis-up orientation in their modeling software. I have done this, rotating objects so that the y-axis is now up and then "baking" this into the objects by using Blender's "Apply > Rotation" command.

However, upon import to Unity, the 270 degree rotation along the x-axis is still applied, though it is unwanted. (I understand why - how would Unity know which way I want the model to point?)

I have read posts which seem to be saying that using the 270 degree rotation from Unity will cause problems with scripting and animations. If this is true (and the documentation suggests it might be), then is there a way to stop Unity from rotating FBX objects 270 degrees? If I've already applied the rotation fix for y-up in Blender, I don't need it applied again in Unity.

Looking at the import settings, I see rotation error values for animations, but nothing addressing the automatic 270 degree rotation.

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avatar image syclamoth · Oct 09, 2011 at 10:44 PM 0
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There's an option for this in the fbx export settings in Blender. It includes all kinds of axis rotations, just pick the one that you need!

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Answer by Owen-Reynolds · Oct 10, 2011 at 02:05 AM

FBX export doesn't rotate the model -- if the model faces +z with +y up, it will look fine in Unity -- but there are some things to watch for:

If you rotate in ObjectMode in Blender (the one where you can select different objects,) then you are really changing the Blender Transform, but not changing the "real" model. It's very easy to do this by mistake. To check, select Object->TransformProperties. Should see all 1's for scale and 0's for rotation.

To really rotate the model, go to EditMode, select all verts, and rotate them.

The export rotation settings in Max aren't helpful for us -- they change the transform after export. But, the ones in Blender really do work -- they change the verts (well, in 2.49 they do.) Blender FBX-export comes with RotX90 checked (which sort-of flips modeller z-up to Unity y-up.) Be sure to uncheck that if you model everything Unity-oriented.

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