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Question by Oxymore · Nov 09, 2012 at 04:16 AM · rotationimportblenderfbxunity4

Blender import, messed up rotation, how do you fix it?

I'm trying to do a basic high rise building and import him in unity, but when the import process is done, and I use the prefab that I created with the mesh. Here is the problem in the preview windows the mesh is correctly rotated, but on instantiation it's rotated on by 90°. I also noticed that my mesh with modifier on them are rotated correctly, and when I apply modifiers, and do some joining work, the rortation is messed. Here is a link for imgur in case the attachment are hard to read imgur.

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blender_bug.png (143.5 kB)
unity_bug.png (284.4 kB)
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avatar image Seth-Bergman · Nov 09, 2012 at 04:46 AM 0
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this is probably due to the wrong FBX export settings... see if there is a setting for "y-up" or "z-up"... you want y-up for this..

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Answer by Oxymore · Nov 09, 2012 at 06:53 PM

Hello again, thanks for the answer! I didn't find the FBX settings but I found a way to fix my problem, it's probably a bit hacky but meh. I just added the messed up mesh in an empty game object, that fixed the problem.

Thanks to that guy: http://answers.unity3d.com/questions/13988/asset-import-from-3dsmax-rotation-issue.html

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