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Question by Mistral120 · Mar 09, 2014 at 07:55 PM · fbximporting problems

Why does my fbx model rotate with the camera?

Hello Unity helper, I have a problem that I can't think of a reason on why this is happening.

I have an 3d model that my friend made in Autodesk 3ds Max, and I rigged and animated in Autodesk 3ds Max. After I was done, we imported it into Unity as an .fbx file and things were looking good until we noticed that the model's foot would rotate with the camera (even when we weren't running the game). It's kinda like this

http://oi59.tinypic.com/2jw16s.jpg

When the model is directly in front of the camera, the foot is facing the other way. Only when the model is really far away (or above) is the foot's directing facing the right way.

And it's just the foot! Why does this happen? How can I fix it?

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avatar image fifthknotch · Mar 09, 2014 at 08:10 PM 0
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This is weird definitely. I have seen in other programs a button to make objects always face the camera along a pivot point, and when you go directly above the object, it snaps into a different position. This sounds like what might be going on. I don't know if Unity has such a feature, but I would definitely check out $$anonymous$$ax to see if some setting was exported with the model.

avatar image Mistral120 · Mar 09, 2014 at 08:55 PM 0
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Thanks for the quick reply. I don't think 3ds max has a button like that. When we import the model by itself (without being rigged), its foot doesn't rotate.

avatar image fifthknotch · Mar 09, 2014 at 10:27 PM 0
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Wow. Well that's strange. If you figure it out, please post your fix. :) Thumbs up for interesting question.

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Answer by Mistral120 · Mar 11, 2014 at 01:57 PM

I may have found the reason, or maybe it's just a workaround.

What we did was we flipped the normals of the boot inside out. In 3ds Max, the foot is facing the wrong way, but in Unity, the foot was in the right way and not rotating.

I think it creates a shading problem now (in unity), but at least its keeping still.

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