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Changing pivot rotations in Max for Unity

6 REPLIES 6
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Message 1 of 7
Anonymous
3614 Views, 6 Replies

Changing pivot rotations in Max for Unity

Hey

 

So I'm pretty new to max and I'm having some problems changing the pivot rotations of objects before exporting into Unity. 

 

I Basically need to add dummy objects to the end of this pipework, to have the Y axis pointed out from the pipe, but still keep the rotations at 0,0,0 when imported into unity. 

 

I am able to achieve this in max under local view having the rotations at (0,0,0), but when I import the object into unity the rotations are (0,0,-180). 

 

Sorry this is abit confusing but is there any way to solve this issue? 

 

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6 REPLIES 6
Message 2 of 7
miledrizk
in reply to: Anonymous

In the FBX Export dialog, Advanced Options, Axis Conversion, UP Axis,

Try setting it to Z-Up.

 

1.PNG

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miledrizk@gmail.com
3DS Max 2021, V-Ray 5.2
3DS Max user since 2003 (3DS Max 7)
V-Ray user since 2008 (V-Ray 1.47)
My YouTube Channel http//www.youtube.com/c/MiledRizk
Message 3 of 7
Anonymous
in reply to: miledrizk

No unfortunately this doesn't seem to help with the issue. 

Message 4 of 7
miledrizk
in reply to: Anonymous

Ok,

 

One thing left to do:

1- Go to Hierarchy panel

2- Click Affect Pivot Only

3- Rotate the Gizmo 90 degrees on the X and Y axis respectively

4- Turn off Affect Pivot Only, save and export again

 

Note: if that didn't work properly, maybe try another combination of 90 degrees rotations, like X and Z

instead of X and Y

 

gizmo.PNG

------------------------------------------------------
miledrizk@gmail.com
3DS Max 2021, V-Ray 5.2
3DS Max user since 2003 (3DS Max 7)
V-Ray user since 2008 (V-Ray 1.47)
My YouTube Channel http//www.youtube.com/c/MiledRizk
Message 5 of 7
Anonymous
in reply to: miledrizk

Again this isn't working,

 

I am able to get the correct pivots on the rotation of (0,0,0) I want within Max using local view, but when I export into unity it uses world space, so has (-90,0,180). 

Message 6 of 7
miledrizk
in reply to: Anonymous

Ok,

 

What i suggest is to start over with the default things,

Like not having an Xform modifier, and using the "View" option as Coordinate System,

Then play with Pivot point like i suggested, just to see how it will affect the import to Unity.

 

 

Because i cannot see another way to manipulate the Pivot Point.

 

I also suggest to open a new max file, and without changing any of the defaults,

Create an simple object like a teapot and exercise on it by rotating the pivot point and see how

It turns out when you import it to Unity.

------------------------------------------------------
miledrizk@gmail.com
3DS Max 2021, V-Ray 5.2
3DS Max user since 2003 (3DS Max 7)
V-Ray user since 2008 (V-Ray 1.47)
My YouTube Channel http//www.youtube.com/c/MiledRizk
Message 7 of 7
Anonymous
in reply to: miledrizk

Hey there!

For testing, create a cylinder in the top viewport so the cylinder is standing.

Change the position to (0, 0, 0).
Convert the cylinder to editable poly. 
Select the 'vertex' subgroup so you can edit the vertices. 

Select the cylinder's top vertices and scale them so they're wider on top.

Untitled.png
Now go to the hierarchy tab and click 'affect pivot only'.

In your front viewport, you want blue facing toward you, red to the right, and green up.

Untitled.pngUntitled.png
Export object only to FBX and import into Unity.
Change the object's world transform rotation in the inpector to (0, 0, 0).

Untitled.png
That's all there is to it. 🙂

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