Game Development Reference
In-Depth Information
This is because our character has two objects atached to it—the model and the bone. Then,
when we import it to Unity, the FBXImporter in Unity will basically create the container and
add both objects and its children, which will solve the problem of wrong rotaion and set the
default rotaion of the model to X: 0, Y: 0, Z: 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 any 3D model that is staic
and not complicated or has only one mesh object included, will rotate the pivot. On the
other hand, if we have a character model with rigging or maybe a simple mesh for detecing
the collision, we can just leave it as it is.
We can also ix the rotaion of the imported model in Unity by creaing the
empty object as a parent of the imported model. For more informaion on
how to ix the rotaion of the imported model in Unity, we can go to the
following website:
http://unity3d.com/support/documentation/Manual/
HOWTO-FixZAxisIsUp.html .
 
Search WWH ::




Custom Search