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Question by dansav · May 02, 2012 at 06:05 AM · rotationfbxbonezero

zero fbx bones before import

Is there a way to zero the bone rotations of an fbx character before importing it. I have a fbx character whose bones are all different rotations. I want them to all have rotation of 0,0,0 rotation to start.

Thanks,

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avatar image Seth-Bergman · May 02, 2012 at 06:35 AM 0
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my advice, perhaps not very helpful, is to do this in the creation software before export.

avatar image venkspower · May 02, 2012 at 06:36 AM 0
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Is this really an Unity3D question?

avatar image Seth-Bergman · May 02, 2012 at 07:03 AM 0
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it's close enough.. unity documentation does include a section on proper fbx exporting, after all ;)

I think in unity terms the question translates to:

is there a way to manually set the rotation of an object, that is its "pivot"... changing the rotation to zero without actually rotating the object. And then the only question would be, does it break the character once tried?

avatar image dansav · May 02, 2012 at 07:45 AM 0
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I have some character models where on import every bone is 0,0,0 to start. Then I have this other one where the bones are all different rotations. The model is fbx. I would like to open it up in a 3d program and export it again so that the bones are all 0,0,0 in unity to start. Right now if I manually set them to 0,0,0 the model crumples.

avatar image Seth-Bergman · May 02, 2012 at 08:19 AM 0
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makes sense.. Should be easy enough inside the creation software. For example, in 3ds $$anonymous$$ax I believe (not tested) that it would be as simple as selecting "Affect Pivot Only" in the hierarchy tab, then selecting all the bones, and setting their rotation values to zero. Not familiar with Blender though. Also not sure if this is possible inside of Unity after the fact. As mentioned before, I think the real question here is, is there a way to change the pivot through unity, but the short answer is probably not. Again, should be easy before the export though (I think)

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