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Question by Dave 10 · Mar 01, 2012 at 09:31 PM · rotationpositioncoordinatesmatrixtransformation

Maya rotation transformation to Unity

Hey all,

I'm having an issue getting a specific transformation into Unity3d. Here's the deal: I have a maya mesh with a transform (xyz), rotation (xyz), and pivot (xyz) that I need to bring into Unity3d. In maya, I'm translating it from its origin (0,0,0) to the world origin (0,0,0) which gives me the 3 XYZs. The problem is, I need to bring it into Unity3d from its local origin and translate it to the world origin in Unity3d (0,0,0). I thought, after seeing that Maya is Y up, RH, and unity is Z up, LH, I could just multiply the transform matrix by [1,0,0],[0,0,-1],[0,1,0][0,0,0] and pull R/T from there, but it still doesn't line up. It looks like the rotation ends up being x, -y, z but the transform/position is still off. Any help would be greatly appreciated! Thanks!

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avatar image Seith · Nov 28, 2012 at 08:44 PM 0
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Hi, did you ever find a solution to the problem?

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