So, as I'm sure you've heard a million times, Blender models exported to Unity just don't size well.
I'd like to keep the size to 1, 1, 1 in Unity and adjust the dimensions as I see fit in Blender only.
Beside my OCD ass mind, it becomes an obvious issue when modeling environmental details for Unity.
Could you guys help me? Here's a couple screenshots further explaining my issue:
[t]https://i.gyazo.com/ee2919df20ea20778646e873a1af73bb.png[/t]
[t]https://i.gyazo.com/d7a556a37f6de396928e2f6eba75dfa4.png[/t]
[t]https://i.gyazo.com/4a45ab349a823752f8dd9798665dcb20.png[/t]
As you can see, the rotation is set to some weird number as well.
The scale is up to 100, 100, 100... However, when I reset it to 1, 1, 1 it becomes extremely small.
Could someone help me?
figure out unity is in meters and y-up twisted (is that for 2d meter tile suff?). you should be able to fix it changing the export options in blender.
[img]http://i.imgur.com/FgNAlVs.jpg[/img]
if the model orientation is not fixed after resetting you gotta try some other combination. it may be z-forward and y-up to get correct local rotation of the geometry. can't see that on that cube. use an arrow model. or a character on foot.
[QUOTE=episoder;52184701]figure out unity is in meters and y-up twisted (is that for 2d meter tile suff?). you should be able to fix it changing the export options in blender.
[img]http://i.imgur.com/FgNAlVs.jpg[/img]
if the model orientation is not fixed after resetting you gotta try some other combination. it may be z-forward and y-up to get correct local rotation of the geometry. can't see that on that cube. use an arrow model. or a character on foot.[/QUOTE]
I'll try this as soon as I can. I'm currently at work, I hope it works. But could you give me more ideas just in case it doesn't? Or are you sure this is the correct fix?
-snip-
So I found the solution to the size problem, however, I still have the rotation issue.
How do I change the default rotation to 0?
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