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Question by Siliconmana 1 · Oct 25, 2010 at 12:39 AM · rotationmesh3dsmax

3ds max import problems

So l've recently started importing models from 3ds max into Unity and have two problems.

  1. Models are not importing with a mesh collider so not 'solid'. They all have uvunwrap and converted from poly to mesh objects before export.

  2. All models have x 270 rotation. I'm guessing t$$anonymous$$s is related to the xyz coordinate systems being different. Is there a way to compensate for t$$anonymous$$s without changing Max system preferences.

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avatar image SisterKy · Jul 15, 2011 at 12:17 AM 0
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Retagged 3ds, max to 3dsmax. Greetz, Ky.

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Answer by soulzero · Oct 26, 2010 at 03:14 PM

Assuming you are using the 'View' AS the Reference Coordinate System in 3ds Max, Then in the front view port, Rotate the objects' Pivot along the X axis 90 degrees. Try using the latest Fbx plug-in, export the mesh with the Up-axis set to Y-up in the Exporter Dialog settings. "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." -holmeren Once the mesh is imported into Unity Select it & in the inspector Check "Generate Collider" the box.

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Answer by Paulius-Liekis · Oct 26, 2010 at 12:32 PM

I'm not sure what do you mean by first one, but the second one I just fix the orientation of a pivot in 3dsMax - you have to make usre Y axis is going up.

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Answer by JakeT · Dec 11, 2010 at 09:18 PM

I found a piece of script to handle t$$anonymous$$s on my batch export from Max. I use the "Batch It Max" script (find it on scriptspot.com) to run t$$anonymous$$s on all of my MAX files to convert them to FBX and auto-rotate them. At one point, it was working...now it's not. The FBX file comes into Unity at 0 X rotation, but it is facing sideways. Any ideas on how to accomplish t$$anonymous$$s pivot rotation in MaxScript? Thanks!

fn SetObjectRotation obj rx ry rz = ( -- Reset the object's transformation matrix so that -- it only includes position and scale information. -- Doing t$$anonymous$$s clears out any previous object rotation. local translateMat = transMatrix obj.transform.pos local scaleMat = scaleMatrix obj.transform.scale obj.transform = scaleMat * translateMat

 -- Perform each axis rotation individually
 rotate obj (angleaxis rx [1,0,0])
 rotate obj (angleaxis ry [0,1,0])
 rotate obj (angleaxis rz [0,0,1])

)

  • noPrompt will use the last settings used for the exporter (good); Standard settings should be OK

    ax select all SetObjectRotation $ 90 0 0 ExportFile (getFileNamePath (maxFilePath) + getFilenameFile (MaxFileName) + ".fbx") #noPrompt;

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