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Question by jonathan.sant · Oct 22, 2011 at 01:33 PM · rotationaxis3dsmaximporting

Importing 3DS Max Models into Unity

When importing models from 3Ds to use in unity, the axis end up getting mixed up (ex: x becomes y, and y becomes z, etc...) Everything is fine when the model is still in 3Ds but as soon as it is placed in unity it becomes almost unusable because of how the script is written. Can anyone tell me how to keep the "normal" axis when importing?

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avatar image syclamoth · Oct 22, 2011 at 01:05 PM 0
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Easy enough problem to solve- just make your imported model a child of some empty, and then set up its local rotation to account for the differences! Then use all your scripting on the parent empty, ins$$anonymous$$d of the imported model.

Other than that, it should be in the fbx export settings somewhere- I don't use 3ds, so I can't really say.

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Answer by chemicalvamp · Oct 22, 2011 at 07:04 PM

When you export fbx from 3dsmax there is axis conversion foldout that will allow you to change the direction of up.

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Answer by Totalywicked · Oct 29, 2011 at 09:48 AM

Rotate pivot of a model x=90 y=0 z=o. In exporter set y as up... Done

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