hey everyone this is a question about unity and blender, i was wandering how to get the correct scale size in unity match that of blender?
i know blenders dimensions are the actual scale size in unity, but if i use this my scale will be 0.5 which is not very good to work with. anyone know the easiest permanent solution to this
Answer by kolban
May 28, 2012 at 10:53 PM
Here is an excellent tutorial on exporting objects from Blender into Unity:
It contains a lot of detail about matching the output of Blender to what is expected in Unity. The scale in Blender of 1 blender unit matches the scale in Unity of 1 meter. If you are finding that when you import an object into Unity and the scales don't match, check that you haven't applied a scale at the Blender object. Blender objects should have no rotation, scale. Their meshes should 100% describe their nature.
he seems to be talking about exporting, i never export i work straight from file, makes life easier.
all i need is a way to change the dimensions to 1 instead of two, obviously i can just enter edit mode and half this but i want a more permanent solution
I too add my whole .blend files as assets to my Unity projects and they import directly without any previous exports. Also, changes to the .blend are picked up straight away. In blender, 1 unit there is 1 unit in Unity ... however, blender has a high level concept called an "Object" ... that has a scale and rotation applied to it. The Blender Object is not imported into Unity ... rather, the Blender mesh is. So it is important to ensure that the Blender object (in Blender) has no scale or rotation.
surely wouldn't the scale be 1,1,1. i always rotate me object in edit mode to a particular setting i made for unity.
but if you take a normal cube and import it straight into unity it will give a scale of two because the preferences are.. scale 1,1,1 and dimensions are 2,2,2... so i need to change the primitives in blender to half the size in edit mode so that the scale is still 1,1,1 but the dimensions will also be 1,1,1
so in short my scale in blender is twice the size of unity.
This is a great discussion. The default cube in blender is a cube of side length 2 with center at the origin (0,0,0). But ... and this is the important thing ... all this says is that a cube created in Blender has a default size of length = 2. This doesn't mean that the scale in blender is twice the size of unity ... what it means is that the default mesh for a cube as created by the default cube shape object is twice the size of the default cube built in Unity.
Imagine starting with a blank canvas in Blender ... if you hand created a cube in blender of size 1 x 1 x 1 and then used in it Unity, the cube size in Unity would be 1x1x1 and hence the scale from Blender to Unity is the same.
still though no answer to a my question, the way i look at it is everything i make in blender is purely for unity and nothing else. so i want the sizes to be the same, if i use a cube in blender i must first scale it by half in edit in order to get the same dimensions as scale.
so one scale of an axis to one dimension instead of the default 1 scale two 2 dimensions which to me personally is wrong as i only work for unity
Answer by gilian
May 29, 2012 at 05:38 AM
I think when you scall your object to: 1,1,1 (x,y,z) it gives you the good size. But maybe you want it bigger so 1,1,1 is the normal size and you can make it bigger. If the 3 numbers are the same you get a goot shape, if 1 is like5 and the others are 1 you get a really weird object.
Answer by wolflogic
May 30, 2012 at 03:01 AM
In Blender if you resize the cube from 2x2x2 to 1x1x1, you'll have a scale of .5 x .5 x .5 Apply the transformation to the object (Ctrl + A) and you'll have a 1x1x1 Scale object with dimensions 1x1x1.
This is just the way the workflow works. You should -always- be applying transforms before export anyway (and yes, saving the file and letting unity import is the same as exporting).
1 Blender Unit = 1 Unity Unit = 1metre. 1 Default Unity Cube = 1m^3 1 Default Blender cube = 2m^3
If you're modeling a character or a weapon or anything like that, you're going to have change the size and scale of the primitives (assuming you're box modeling) anyway, very few things in the world are a 1metre perfect box/ball/monkey head.
finally an answer i can use, can this be saved to the preferences, i only use cubes as i do a lot of objects for mobile games, that and hexagons
Answer by rhemaloon
Jul 28, 2014 at 12:00 AM
I found this which fixed my problem with my meshes coming into unity sideways. http://answers.unity3d.com/questions/319802/rotation-when-importing-from-blender.html
Another thing I found for scaling is when you import it into unity, click the mesh and in the 'Inspector' under the 'Model' tab, make sure the 'Scale Factor' is set to 1 (for some reason it's set to 0.01). Hope that helps, good luck.
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a user guide.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
For troubleshooting common problems with Unity 5.x Editor (including Win 10).
Answers and Comments
8 People are following this question.
A node in a childnode?
split animations problems
Transferring Blender animation to Unity.
Blender 2.63 tetures to Unity
Blender >> Unity...