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?
In the FBX Export dialog, Advanced Options, Axis Conversion, UP Axis,
Try setting it to Z-Up.
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
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).
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.
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.
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.
Export object only to FBX and import into Unity.
Change the object's world transform rotation in the inpector to (0, 0, 0).
That's all there is to it. 🙂
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