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Rotation from Blender to Unity

Ok, 7 hours is enough.

I am trying to import a plane from blender into unity that has the same global position. Every time I import it, the orientation is off. I use transform.TransformDirection or just transform.Translate (1,0,0) and the object moves left instead of right (when the orientation of my screen is +X). I know that this is because the local position does not match the global position. I know this is elementary stuff, but I cannot figure it out..........

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asked Feb 04 '12 at 06:08 PM

TobiasP gravatar image

TobiasP
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Have you tried something like "transform.Translate(1, 0, 0, Space.World)" ? When using the Translate function you can specify what the translation will be relative to. Check the documentation to better understand what this means.

Blender's axes Y and Z are inverted in Unity, and that can be messy when importing meshes. But if all you need is a plane, you can also use GameObject->Create Other->Plane in the menu to create one in Unity; no need to make it externally.

Hope it helps.

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answered Feb 04 '12 at 11:17 PM

J8Ptt gravatar image

J8Ptt
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Thanks for your time! I think I figured it out...by accident. I just now need to understand why it works.

Feb 05 '12 at 09:08 PM TobiasP
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asked: Feb 04 '12 at 06:08 PM

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Last Updated: Feb 05 '12 at 09:08 PM