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Question by natpen1 · Jul 26, 2011 at 02:39 PM · scalemodelmaya3dsmax

Scaling for rig when imported issue

So we have a model that was made in maya that is rigged and skinned and has some animation. when we import it using an fbx it comes in as .01 for the scale factor and when we check what the scale is for the whole model group in the hierarchy the scale is 1, but when we check the children of that model that has the actual model in it and the rig its set to .01. is there a way to get whole numbers so that everything is set to 1 and still be the correct size? when i put everything to 1 it becomes the size of a 3 story building. is there a way to export it from maya or even max so that we get whole numbers with the scaling? does anyone know how unity scaling works when it reads the models and why it comes in as .01?

p.s. when i export it, i have my scene set to meters and in the units section for the fbx i have it set on automatic so it exports it as meters. i read that the height of a guy in unity is 2 cube heights and it comes in as that.

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Answer by VicciGames · Jul 26, 2011 at 10:36 PM

Roughly, with a lot of modeling programs, compared to scaling, will import into unity with a 1/100 ratio or perhaps 100/1. So if you're getting a .1 scale in unity and you set the actual scale of the model in your program to 1, then try setting the scale in your modeling program to either 100.00 or perhaps 0.10, depending on what happens. I'm not entirely sure about this but this usually works for me in blender.

Also, keep in mind that almost every modeling program has different scales with their view of a model.

Just thinking out the top of my head,
- Cronixgames

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