Table of contents
Preface
When you use Blender to create game assets for the first time and export FBX to Unity, problems such as incorrect scaling and rotation often occur. This article explains some commonly used export options.
Software version: Blender3.4 Unity2021
1. Problem analysis
Let’s first take a look at what will happen if we use Blender’s default configuration to export FBX to Unity.
Questions include
- Everything in the scene is imported, but we only need the monkey head
- There is a problem with the scaling and rotation of the monkey head model
2. Correct matching
the place need to change:
- Limit to only check selected objects : Export only objects selected in Blender
- Object type Select only mesh: We only need mesh now, so only select mesh. Hold down shift to select multiple
- Apply scaling to select FBX unit scaling: able to solve the problem of scaling to 100 when importing into Unity
- Forward selection-Y forward, Z up : solve the problem of rotation not being 0
In Blender, -Y is often used as the forward direction and Z as the upward direction. Blender is a right-handed coordinate system and Unity is a left-handed coordinate system. In the settings of Unity FBX, Bake Axis Conversion should be checked for coordinate system conversion and turned off at the same time . Unnecessary options
If you select Z forward and Y up when exporting in Blender, the result will be like this in Unity
The monkey's head (Z direction in Blender) faces Unity's Z axis, which is the forward direction, so the orientation should choose which axis of Blender you define as the forward direction.
If you still get incorrect rotation or scaling, you should make sure to apply the rotation and scaling in Blender (select the object and press Ctrl+A)
Summarize
This article introduces the functions of Blender's options for exporting FBX parts and how to configure them in Unity so that the model behaves consistently in Blender and Unity.