Game Development Reference
In-Depth Information
This is because our character has two objects attached to it—the model and bones. Then,
when we import it to Unity, the FBX Importer in Unity will basically handle it for us by
creating the container and add both objects and its children, which will solve the problem
of wrong rotation and set the default rotation of the model as X to 0 , Y to 0 , and Z to 0 ,
as we can see in the following screenshot:
Some of you might be curious—how do we know when to rotate the pivot or not rotate
the pivot in 3D Studio Max? Well, it's very simple; just remember that with any 3D model
that is static and not complicated or has only one mesh object included, we should rotate
its pivot. On the other hand, if we have a character model with rigging, or maybe a simple
mesh for detecting the collision, we can just leave it as it is.
Note
We can also fix the rotation of the imported model in Unity by creating the empty object
as a parent of the imported model. For more information on how to fix the rotation of the
imported model in Unity, we can go to http://docs.unity3d.com/Documentation/Manual/
HOWTO-FixZAxisIsUp.html .
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