I created a simple object with blender and then i saved it as a *.blend file. i dragged the file into Unity and it worked perfectly, but i noticed that the rotation was not set to 0,0,0 so i set it to that rotation and my object turn into another rotation that the one i wanted the object to be. so in conclusion, blender sets the object rotation to another. i tried rotating the object in blender, but it always change, i can't set the rotation like i want it to be.
no response leads me to believe no one care? which sucks bc i have been looking into this for 6 hours now... =T ive read everything from clicking object>Apply rotation" to "just install my magic addon" nothing works.
Answer by Sarper-Soher
Sep 19, 2012 at 08:02 AM
UPDATE: I see that people still find this topic and apply the original fix I wrote. There is a simpler and better way for some time now. Here is a little Blender script with it's own GUI http://forum.unity3d.com/threads/blender-unity-rotation-fix.181870/
It's the FBX exporter and the difference of the coordinate systems between Blender and Unity, and simple to fix.
In object mode, set the X rotation of your model to -90. Press Ctrl + A and apply rotation, X rotation appears to be 0 now in Blender, set it to 90 and save/export it. You'll see that it will appear both correct and at 0 rotations now.
thanks it worked, anyway i don't export the object to FBX, i just save it as a *.blend file and then drag it into unity
thx alot! Got a headache rotating my character controller, having the axis corrected solved the issue.
If you want Unity to properly import the model and not change your blender model, you can use this script from the wiki
I also had this issue. Thanks a bunch, it worked perfectly!!
Worked perfectly for me too, Thanks !
Answer by glassoctopus
Sep 11, 2016 at 02:07 AM
In my game project in Unity 5.3.5 y+ is up, x+ is forward. As this is the default view.
In blender 2.7.2b I modeled an object that faces forward when you orient the camera to the position 1 of the hot keypad camera views(, 3 is facing the object head on, 7 looks straight down and the object faces right.)
Still in blender, 1. I switched to object mode and applied Loc, Rot & Scale. 2. I saved. 3. I exported as .fbx. 3a. I changed none of the settings. 4. I dragged into my prefabs folder of my unity project. Changed nothing. 5. I dragged prefab into my unity scene. Changed nothing. 6. The object is facing the correct direction. 6a. I did not have to reset the Transform in Unity.
Started another model from scratch in blender, repeated steps above. Works again.
This seems to be the best way without having to install anything in blender or change anything in Unity. This has not been tested with models that have rigs and animations.
So you think behaving as if the X is the global forward is the best thing to do only because the default Unity blender importer is not working as it should? If you are making a 2D game this is acceptable but a terrible advice for general use.
For the beginner user, 2d or 3d game, I felt my advice answered the question another way and gave a baseline case for those who would be asking this question. This seems to be a question in the beginner category, so providing a very basic answer and explaining why and how seemed to be appropriate. And the blender FBX exporter has the ability do what is being asked.
As I stated, this is for a simple 3d object, no animations, no moving parts. Just a baseline example for a baseline question. It explains why I am doing it this way and how it can work.
I may not be as technically proficient as you, but I don't understand why I need to be insulted on the quality of my advice, given the question and the most straight forward answer possible having a why and how explanation. It is just more information, not even advice, as i am not demanding the poster use my explanation over using the script suggested or any other scripts linked in the comments. Nor did i say this was the best way, i said it was the best way without having to install anything in Blender or change anything in Unity. As one progresses in skill level and spatial complexity, needing a scripted way to import models, especially with animations and/or moving parts, the script referenced above or working with the FBX exporter would probably be much better than what is suggested in my post.
Sigh... nobody is insulting you. Just stating that your "answer" is promoting a bad approach to problem solving in this particular case.
And you are posting an "answer" to a long solved problem and your contribution is "Just use it as Blender exports it" but the question is looking for a solution to import a Blender authored model with the correct rotations. Your "answer" is not the "best way" in any case cause it's not even a way. It is not solving anything and it is not adding anything to the current body of information.
Also, you can't just say "You are a beginner, you will do the right thing once you know more, just accept X as your world forward for now" to people. To me that is much more insulting.
This answer is not solved or indicated as such by the poster. The FBX exporter in blender would be a useful tool in fully answering this problem and solving it, for it has the functionality that your script has. My answer served as a bread crumb trail to utilizing the FBX exporter in blender, as it is the simplest "out of the box" solution to this question. Blender => Unity exporter is not broken anymore (as you said), it is just not obvious how to do it correctly through the FBX exporter. So please, blender users, check out the FBX exporter, it has the functionality you seek for this problem.
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