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
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.
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.
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).
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.
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.