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Question by electricsauce · Apr 29, 2012 at 01:47 AM · blender

Import from blender question

I'm trying to import a mesh from Blender into Unity, but I'm having 1 small problem. For some reason, the X,Y, and Z axes are getting changed.

Is it possible to change the local axes for a mesh in Unity?

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Answer by numberkruncher · Apr 29, 2012 at 02:30 AM

That is because Unity uses Y as up whereas Blender uses Z. Another important difference is that one package uses a right handed axis and the other uses a left handed axis (I cannot remember which way around it is).

I have found that the following trick makes it a LOT easier to work with Blender models in both Blender and Unity:

  • Backup your Blender files before proceeding.

  • In Blender select all of your models and press "R" to rotate.

  • Then press "X" to rotate about the X-axis and type -90 followed by "Enter".

  • Then from "Object" menu select "Apply" and then "Rotation and Scale".

  • Then press "R" to rotate.

  • Press "X" to rotate about the X-axis and then type 90 followed by "Enter".

Your model will now appear the same as it did before (in Blender), but when exported as an FBX and then imported into Unity will appear the same (except rotation will appear different).

If you want your model facing forwards in Unity, rotate it to face backwards in Blender (or vice-versa). Specify 0.5 for the import scale in Unity and then 1 Blender unit should equal 1 Unity unit.

This is a workflow that I have improved over time and I find that it makes life a lot easier.

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avatar image electricsauce · Apr 29, 2012 at 03:02 AM 0
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I've been staring at this thing for hours and didn't realize that the axes went in different directions. This helps a lot. Thanks!

Edit: Pressing the hot-key 7 in Blender seems to give you the same view as the front in Unity, but I'm assu$$anonymous$$g that it's reflected across the x axis (I'm using a symmetrical model right now, so I can't really tell). Is there a simple way to reflect the model in Blender?

avatar image syclamoth · Apr 29, 2012 at 04:39 PM 0
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You should use the .fbx exporter from blender- this gives you control over how the axes map. By default it fixes it up so that your models will appear in Unity with the correct orientations.

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