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Rotation when importing from Blender
I created a simple object with blender and then i saved it as a *.blend file. i dragged the file into Unity and it worked perfectly, but i noticed that the rotation was not set to 0,0,0 so i set it to that rotation and my object turn into another rotation that the one i wanted the object to be. so in conclusion, blender sets the object rotation to another. i tried rotating the object in blender, but it always change, i can't set the rotation like i want it to be.
no response leads me to believe no one care? which sucks bc i have been looking into this for 6 hours now... =T ive read everything from clicking object>Apply rotation" to "just install my magic addon" nothing works.
Answer by SarperS · Sep 19, 2012 at 08:02 AM
UPDATE: I see that people still find this topic and apply the original fix I wrote. There is a simpler and better way for some time now. Here is a little Blender script with it's own GUI http://forum.unity3d.com/threads/blender-unity-rotation-fix.181870/
It's the FBX exporter and the difference of the coordinate systems between Blender and Unity, and simple to fix.
In object mode, set the X rotation of your model to -90. Press Ctrl + A and apply rotation, X rotation appears to be 0 now in Blender, set it to 90 and save/export it. You'll see that it will appear both correct and at 0 rotations now.
thanks it worked, anyway i don't export the object to FBX, i just save it as a *.blend file and then drag it into unity
thx alot! Got a headache rotating my character controller, having the axis corrected solved the issue.
If you want Unity to properly import the model and not change your blender model, you can use this script from the wiki
I also had this issue. Thanks a bunch, it worked perfectly!!
Answer by Cliffinho · Jun 21, 2017 at 05:10 PM
As @Sarper-Soher said, after editing process finished, you must rotating -90d in X axis, apply rotation with CTRL/CMD + A, then rotate 90d. And in Unity, the rotation should be 0,0,0. But, in my experience, I noticed that the models in Blender, that is looking forward, for example, a car with the engine what is loocking forward, when imported to Unity, is loocking backwards. So, to fix that, before you do the process shown by Sarper, you must rotate the model 180d in Z Axis in Blender, and apply rotation with CTRL/CMD + A. The model in Blender seems looking to backward, but, when you export to Unity, it is facing forward (In the car example, now the engine part, or the car hood is facing with Unity Z Axis). (Sorry about my english, hope you can understand)
Answer by meat5000 · Mar 07, 2018 at 09:27 AM
Blender can export proper rotations now for those that use FBX.
I've made this work with Blend but not extensively tested for viablility in anything but simple situations.
$$anonymous$$any don't want to export FBX to keep the original source model in the project for further editing thus this thread is still viable
Answer by DOUAUD · Nov 22, 2018 at 05:05 PM
Hi everyone. Maybe a simple way :
1- "copy component values" from the "transform" properties of your object (with his 90° rotation)
2- create an empty GameObject
3- drag your object into this new GameObject (now the rotation is applied to this)
4- paste the "transform component value" on your inital object (to restore the rotation)
5- reset the new GameObject transform value (Rotation = 0)
6- then add navmesh to the new GameObject
7- bake the navmesh.
That's work for me and you still edit your mesh in blender.
Answer by jfkalfas · Oct 04, 2021 at 04:16 AM
If anyone finds this useful, i've rotated the AR camera +90 degrees on the X-axis and it worked for my AR project.