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3ds max to unity
3ds max to unity








3ds max to unity

Somewhere in the workflow, there is a divide by 100 being done where it shouldn't. So where is exactly is the bug? Unknown which of the two is the culprit. Alas, it appears in the Unity scene properly scaled. So the cube should appear enormous in Unity. When Unity does the import, we know that it does so at a scale of 1 Unit = 1 meter. You've exported a cube that is, in terms of raw units, 100x100x100. When you import to Unity, you will get a properly scaled model. In other words, do not do any scaling whatsoever. When you export to FBX, leave your scaling at 1. Obviously, this appears to create an inconsistency, because an object imported to Unity will be imported at 1 Unit = 1 meter. Do not use the sensible assignment of 1 Unit = 1 meter. In 3ds Max, when you set up your units, select 1 Unit = 1 cm. Suppose you model a 1x1x1 meter cube, and want to export it to FBX for use in Unity. Just have a search online for unity and 3dmax scale compatibility, I've never used unity so I couldn't tell you but I know using UDK that the scale in 3dsmax needs to be changed.UPDATE: Tried some out-of-the-box googling, and may have finally found the answer. (Trust me you will need to do this when things get complicated).Īs for size you need to look up what units unity accepts from 3dsmax, 3dsmax has many units of scale that can be used for a project. This video illustrates how to alter a pivot point clearly 3D Studio Max Change Pivot Position. Let's say you imported an arrow, you want to arrows X to be its forward position (the direction the arrow faces), but in unity the arrow points along the Y axis, you need to alter the pivot.

3ds max to unity 3ds max to unity

You may also want to set the rotation, this can't be done simply by rotating an object in 3dsmax, all that does is change your perspective, you need to alter the pivot point. If you have a scene with multiple objects and you are exporting the entire scene together, do this for one object then place all other objects in there relevant position to the centre object. (this sets them to 0 which will fix the position). If I understand this correctly, first in 3dsmax ensure the centre of the object you are importing into unity is in the exact centre of the 3D Max project, easiest way to do this is to select the object then right click the arrows next to X,Y and Z at the bottom of the user interface.










3ds max to unity