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xsi to fbx model has inverted axis
I have an xsi penguin model that was output to fbx by the author. It was purchased on turbosquid. The rotations are all messed up. If I rotate the head around what should be the X axis, it rotates around the Y axis. Also the bones are already rotated instead of being at 0,0,0. It was my understanding they should all come in at 0,0,0.
Would anybody know how to fix this. The author does not know how so I would like to tell him what to do.
Thanks, Dan
Could it be because XSI is right-handed and Unity is left handed? (right handed = y up, z front, x left while left handed = y up, z front, x right)
Programs are not "left handed" or "right handed", the axis on which programs use was not decided on a hand preference.
No, they weren't, but it's easier to visualize the coordinate system of a program using hands; the thumb is the up axis, the forefinger is the forward axis and the middle finger is the side axis. Like they do in electricity.
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