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I import a model from blender to unity,but it is always showed in mirror

I made a model in blender as shown below alt text

when i imported it into unity, it was shown this way, like in a mirror alt text

I don't know why. Then i thought maybe i could make the original model in blender become mirror to get the result i want, so i did that and saved the model and imported it into unity again alt text

but the result turns out this way alt text

there's nothing changed at all... could anyone tell me how this happened?

PS. English isn't my mother tongue, I hope I state my question clearly.

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asked Aug 05 '10 at 04:38 PM

frank gravatar image

frank
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4 answers: sort voted first

It may be that your Blender model has not had its information applied -

Try selecting your model and press "Control+A", and "Apply Scaling". You might also check the import settings of the asset in Unity and make sure that those settings are sane.

I haven't had this happen to me so I can't be sure that these will solve your problem, but it sounds like a problem with getting the correct Import/Export settings.

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answered Oct 05 '10 at 04:35 AM

Loius gravatar image

Loius
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In Blender select the object and enter edit mode.

then press a to select all and press CTRL+N to flip the normals.

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answered Sep 06 '10 at 12:28 PM

Jezzabetz gravatar image

Jezzabetz
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Check the export settings for Blender. You can select how the objects are exported into FBX format. Also check the Unity3D documentation on how to export from Blender. Its quite well documented.

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answered Jun 21 '11 at 01:41 AM

BerggreenDK gravatar image

BerggreenDK
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Unity performs axis conversion, but it shouldn't mirror the object - I haven't noticed such behaviour before.

You should do the following: 1) Submit a bug - I would look at it at some point later. 2) Write an asset post processor which mirrors vertices and normals on of the axis in your mesh back.

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answered Sep 06 '10 at 10:21 AM

Paulius Liekis gravatar image

Paulius Liekis
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asked: Aug 05 '10 at 04:38 PM

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Last Updated: Jun 21 '11 at 01:41 AM