Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by elf_nadia · Sep 03, 2015 at 10:59 PM · rotationriggingbones3ds max

How can I have a 0,0,0 rotation value of every single bone inside Unity?

Hello fellow artists, riggers and Unity-devs,

I have a question about a Unity-3dsMax rig exporting issue. I am trying to get a rigged skinned character from Max in Unity with 0,0,0 rotation value of every single bone. I have shown a simple example here to show the problem. In Max the bones already have an inheritant world space rotation values that I have reset to 0,0,0(local is 0,0,0). However when exported to Unity those bones take on new rotation values.

Why does this happen? How can I have a 0,0,0 rotation value of every single bone inside Unity?

Thanks a lot in advance!!! alt text

6.jpg (168.3 kB)
8.jpg (95.8 kB)
Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image elf_nadia · Sep 05, 2015 at 01:03 AM 0
Share

@DiegoSLTS, @getyour411 Thank you guys for the detailed replies! There are still values like -90 which doesn't have the -e . Any ideas why?

avatar image getyour411 elf_nadia · Sep 05, 2015 at 01:02 AM 0
Share

The world space directions in 3DS might not match that of Unity. Different systems have different world space definitions (for example Z-up Y-forward vs Y-Up z-forward; Unity and UD$$anonymous$$ have different definitions too); many models come in from Blender taking a dirt nap when viewed in Asset previewer but the Unity engine runtime translates and animates them fine as long as the FBX/import was done with the right settings. Are you seeing freaky animations or translations?

avatar image elf_nadia · Sep 08, 2015 at 02:07 PM 0
Share

Hey @getyour411 I am not seeing any freaky animations because the model is to be used with $$anonymous$$inekt and things work fine there. But we do need those rotation values to be at 0,0,0. I am guessing this is impossible to achieve through 3ds $$anonymous$$ax maybe through code in Unity?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by DiegoSLTS · Sep 04, 2015 at 02:45 AM

Those values are not exactly 0, but they're close enough. If you look at the full text in the fields they look like "-8.84271e-20", which means 0.00alotofzeros0000884271.

This is usually "unfixable" (I'm not sure it's something you should fix) since in practice those values are 0. If anything you do depends on that small difference you're probably using the wrong approach.

This close-but-not-zero values happen because Unity is doing it's things behind the scenes, and it computes positions, rotations and scales. Since computers have limitations, some times what should be a zero in theorical math it's "close enough" to zero in computers. It happens every time when working with float (or double) variables, not only around the zero, you could do some simple math and will be surprise that the result is not what you get on papers.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image getyour411 · Sep 04, 2015 at 03:12 AM 0
Share

Good answer. I needed to do some more analysis of the floating point issue affecting my game and came across this article, now I find myself linking it for anyone wanting to know how floating point affects Unity (and 7precision game engines in general).

http://www.davenewson.com/dev/unity-notes-on-rendering-the-big-and-the-small

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Importing a armature from blender to unity ruins the models rotations -1 Answers

Share bones between two objects 0 Answers

Rotating bones and playing animation 0 Answers

LOD Group not working correctly 0 Answers

Skinned mesh renderer quality not working right? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges