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X axis from Blender to Unity
I have several ships at sea. One is the "first person" ship and the others are remote controlled "targets." Pretty much the concept of most video games but this one is for maritime education.
I make ships in Blender then save them as FBX files that I import in Unity3D Pro. (I use FBX because later, I might need to use objects created by other people with other programs).
All my ships are set in Blender with zero rotations and with the same logic of X, Y and Z views. Once imported exactly the same way, the "first person" ship has X = 0 and looks as it should on the water. When importing new and different ships, using the same logic, the same FBX setting of -Z as Forward ... they appear correctly in the scene but with the X axis set to 270! All those GameObjects are, of course, in the root directory of the Hierarchy and not parented.
Why two different Blender objects, exported and imported exactly the same way have different axis in Unity3D? When I look at the prefabs' inspector, they are both looking the same, from above with the bow (forwards) to the right side. Yet the GameObject themselves have X=0 and X=270! How strange!
Now it wouldn't be much of a problem if it wasn't that I try now to use the same script that moves the "first person" ship with the "target" ships. But then since the axis are different, it messes up everything.
Anybody knows where I went wrong? Thanks in advance,
Michel Verheughe
Here is what I found out: If I have only one item in Blender, once imported in Unity3D via FBX format, it will be rotated 270 degrees in the X axis. This is a known feature discussed elsewhere on this forum. The workaround is then to rotate -90 degrees in Blender. But that makes it awkward to work in Blender.
What I found out is that, it only happens when you have one single item in Blender. But if you have two or more, it doesn't happen.
Don't ask me why, I found it out by trial and error method.
Cheers,
$$anonymous$$ichel