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Question by Cherno · May 22, 2013 at 04:51 PM · scalefbx3dsmaximport model

Model can't be rescaled... Weird bug or user oversight?

Hello,

I'm pretty desperate right now because I encountered a weird issue that is annoying me to no end.

I created a model in 3D Studio Max and then FBX-exported it to Unity. So far so good, the model looked as it should when dragged into the scene.

After that, I wanted to make the model a littel smaller, so I downscaled it inside 3D Studio Max a little and then reexported.

Now comes the weird part: When I drag the model into the scene, the model's scale inside the inspector is changed relative to the rescaling done in max, so if I sclaed it down 50% in max the model's scale inside unity read 0.5 for example, and if I setthe scales back to 1 the model funnily enough is back at the original model's scale, before I downscaled it in max.

I have no idea how this could be, it's like Unity somehow stored the original model and compares it to the rescaled one or something like that.

Well anyway, I'm at a loss here so either this is a bug or I should take a break ;)

All help appreciated!

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avatar image ExTheSea · May 22, 2013 at 05:08 PM 0
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So...if i understood your problem correctly: Your issue is that if you scale your $$anonymous$$odel in $$anonymous$$ax and then import it in Unity the $$anonymous$$odel is scaled there too? That sounds like desired/logical behaviour.

avatar image Cherno · May 22, 2013 at 05:38 PM 0
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It's hard to explain :) The issue is that the rescaled model is indeed rescaled inside unity, but only because the XYZ scale float value has changed, not because the actual model is rescaled.

To put it in another way:

The model should be the same size (at 1.0 scale!) inside unity as it does in max, but ins$$anonymous$$d the model stays the same and the scale is manually(or rather automatically) modified.

Edit: Technically it's not a problem so far because the model has the "right" size when introduced into the scene, but if I ever have to change the scale via script I could never remember which one is the "right" size because for example, resetting it to 1.0 scale will only revert it back to the original model's size.

Sheesh, this is really hard to explain :D

avatar image ExTheSea · May 22, 2013 at 06:00 PM 0
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i think i understand what you mean. I've never seen something (I'm using mainly Blender) and i'm wondering what would happen if you try the same with a model containing 2 cubes and then resizing only one. Did you tried that yet?

avatar image kensct · May 22, 2013 at 06:05 PM 2
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cant say for 3ds max but in blender you need to "apply" your scaling. example: if you scale your model to 2x it will be saved as a 2x scaled model. But is you scale and apply this will reset the scaling so the new scale is equal to 1. That sound like your issue to me

avatar image Scribe · May 22, 2013 at 06:10 PM 1
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If max is anything like blender then rather than scaling the 'object' change modes (in blender I would change to edit mode) so that you can see all the vertices, select all vertices and then scale those, then try reimporting. I haven't used max so it may be very different to blender.

Also if you have an animation attached check that it isn't messing up the numbers!

Scribe

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Answer by Cherno · May 22, 2013 at 06:24 PM

kensct and Scribe are correct, if the normal scaling tool is used to scale a model in 3D Studio Max the scaling percentage stays (I actually have no idea how to apply it to reset it). I just undid the rescaling by entering 100 in the fields at the bottom.

I did what Scribe suggested and selected all vertices from the Edit Mesh modifier and then scaled those, and it worked.

Thank you a thousand times! =)

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