Hello, I need to find a way to orient an object in the editor so that it looks the same as in Maya. I tried entering the same rotate values in the Unity editor as the ones in Maya, but it doesn’t work (I guess although Unity and Maya both have Y as up world axis their frame of reference is different).
So does anyone know how to transform Maya rotation values into Unity rotation values, please?
I found a way at last. The crucial information I was missing is that Unity’s rotation order is ZXY, as opposed to Maya’s default XYZ rotate order. And for some reason the Y and Z values of the final resulting rotation have to be negated.
So in the end for a X Y Z Maya rotation, you’re looking at a X -Y -Z Euler rotation in Unity.
My solution to this problem was to use a matrix to get the proper transform over. Here is code I used to generate an xform command in MEL to get the job done:
EDIT:
Also note that X and Z axis are reversed in regards to translating between Unity and Maya.
This has to be handled unless you are OK with mirrored transforms.