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Trying to use Blender Exported Object as a Terrain Tree Object
So I modeled a low-poly tree in blender, and exported it into the Unity Project folder. I go to Terrain, add tree, and drag my model into "tree Prefab", but when i try to draw on the terrain, it looks funky, and its sideways. Also, the height and width sliders on the Terrain Trees only changes one shape in the model, rather than the whole thing (even though in blender I joined all the objects together)
(left is model drawn onto the Terrain, right is the model dragged and dropped into the scene)
How can I fix this? I would rather not have to drag and drop each and every tree I want into the scene, I would rather do "mass place trees".
Answer by spood · Jan 02, 2017 at 09:22 AM
Ran into this issue. It seems like there's no good solution here except to change the model within Blender. May even be a bug with Unity since when a model is placed from the Unity Editor it automatically applies a -90 (or 270) degree rotation along the X-Axis, but with the Terrain placement it doesn't - and there isn't an option for it.
In Blender rotate your model along the X-Axis by 270 degrees. Go to options > Apply > Rotation. Save and reimport to Unity. It will look sideways now when you drag it on but with the terrain placer it is correct.
Answer by vinilly · Apr 25, 2018 at 05:56 AM
Make the tree a prefab and change the transform.. Easy fix :D
Hope this helped!
Answer by blacksailelectronics · Apr 26, 2021 at 09:47 PM
Cause of problem: If you pay close attention you will notice the (x,y,z) y axis in blender is mapped to the front and back axis (y+ = front/ y- = back); while in unity the y axis is mapped to the up and down axis (y+ = up/ y- = down).
Fix: All you gotta do to correct this error is (in blender): go into "edit mode", "select all", press "r" and rotate. You want the "up" direction of your object to be on the "Y" or green axis and the object to have its base centered at the origin point.
Hope this helps! ,If you pay close attention you will notice the (x,y,z) y axis in blender is mapped to the front and back(y+ = front/ y- = back); while in unity the y axis is mapped to the up and down axis's (y+ = up/ y- = down). Hope this helps!