Changing pivot rotations in Max for Unity
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02-26-2018
04:23 AM
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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?