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Question by LifeSizeDeity · Jul 02, 2010 at 09:28 PM · positionfbxexport3dsmax

3d studio max export to Unity

I'm trying to export a model from 3ds to Unity as a FBX. From what I was reading, the postion information of the model would be saved so that the model has the same x,y,z in max and unity. I have changed the scale value to meters, but that's all I really see that can be changed in the export options. Am I reading something wrong?

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Answer by devilkkw · Sep 26, 2010 at 08:50 PM

select a plane in 3dsmax,right click then Convert to editable mesh and save.now export.

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avatar image AnotherChris · May 11, 2011 at 04:35 PM 0
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this didn't help me that much... do you know how to correct an issue such as when you export, there's a blocky version of the model, and a REALLY nice looking one, but it doesn't animate at all. Or worse yet, if you change the pivot point, the nice version goes on top of the blocky model....

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Answer by qJake · Jul 02, 2010 at 11:33 PM

The only other FBX Export option that may affect rotation (not position) is the "Up Vector" setting. You should set this to "Y-Up", since that's the coordinate system Unity uses. I believe the default is Z-Up, so you probably need to explicitly set this option.

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Answer by George 3 · Sep 26, 2010 at 07:46 PM

I have a problem as well... I made a model from a plane in 3ds max, but when I export it to Unity(when I drag and drop it on the scene) It's not there:/ When i click it it's "not textured supported. I searched in the net and found that unity only supports meshes and some other stuff, but no planes. How can I turn the plane into a mesh to export it to unity???

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avatar image name111 · Sep 26, 2010 at 11:22 PM 0
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hey man, open the file. then find it on the computer, change the attachment (.max) to .3ds then, head back to 3DS $$anonymous$$ax. select "file" export, then in the drop down button select all filetypes and find your .max file with the .3ds ending. export as a 3ds and it becomes a 3DS file now importable to unity

avatar image AnotherChris · May 11, 2011 at 04:33 PM 0
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scale is by default for an odd reason 0.01. Change it to 1. Common mistake.

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