Correcting imported model rotation
When I import models from a program like Blender, the models rotations are always set in Unity X: -90 Y: 0 Z:0 with the z-axis always facing up. As a beginner in a team collaborative project and this may sound like a personal problem, my modeler refuses to correct the rotation of the origin so that in Unity its set to all zeroes in the Transform component. I know its possible to fix the rotation after he's done with model in Blender, but he still refuses to cooperate. Is there a industry standard way of how the model should be imported or should I fix his problems in Unity?
Answer by ClearRoseOfWar · Jan 07, 2016 at 12:23 AM
@Kalbytron If you have the .blend file, you can open it and do it yourself, It's an easy task. If you have the .fbx file you can import into blender and work with that way too.
I think your modeler needs to remember your a team, and that your requests are as valid as his.. Good Luck.