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(Wrong Axis) do I have to do this every time I create a new object?

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Message 1 of 4
asafalyrayyan
2614 Views, 3 Replies

(Wrong Axis) do I have to do this every time I create a new object?

hii everyone, I need help, why when I export objects from 3ds max, the pivot axis is always wrong. problem in the Y and Z axis. I had to change the pivot objects in the hierarchy tab manually every time I create a new object, it makes me tired. please help me.

note: I never got this problem before.

 

see my video, export and import wrong axis object using 3ds max and unity3d


3 REPLIES 3
Message 2 of 4
PROH
in reply to: asafalyrayyan

Hi. As you probably figured out, the problem lies in the differences in the programs. In Max (+ al lot of other viz, design & CAD programs) Z is up, and in Unity (and almost any game engine) Y is up. The easiest way to fix it, is to make sure the fbx exporter is set up to transform Z to Y. Haven't got access to it right now, but there is a checkbox somewhere in the exporter that does the trick.

Hope it helps
___________________________________________________________________________________________________
3dsMax 4.2 to 2018
AutoCAD 2000 to 2018
Infrastructure Design Suite Premium 2012 to 2018

Message 3 of 4
asafalyrayyan
in reply to: PROH

it also occurs in Autodesk Mudbox when I paint the objects.  i never got this problem before, i tried to open my old 3d model that i create in the same 3ds max, its fine axis in unity and mudbox. see this video, the pointer of mudbox brushes getting wrong oriented surface.

 

note : it never occurs before

see this video

http://youtu.be/V8UnU60dw74


 

it means that there is an error in 3ds max.

Message 4 of 4
PROH
in reply to: asafalyrayyan

Something must have changed then. What could that be? What happens if you use an older version of the fbx exporter?
___________________________________________________________________________________________________
3dsMax 4.2 to 2018
AutoCAD 2000 to 2018
Infrastructure Design Suite Premium 2012 to 2018

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