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Assistance with 3ds Max, workflow Pixyz Studio -> 3ds Max -> Unity

ColMatrix
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ColMatrix polycounter lvl 2
Hello Everyone!

Thanks for taking the time to read my post. I am currently having extreme difficulties delivering assets without scale or rotation to Unity, and this problem is costing me days and many years due to worrying!

I am bringing a step file from Inventor into Pixyz studio, then an FBX into Autodesk 3ds Max and finally an FBX into Unity.

As you can imagine, the assets are having quite a journey through different co-ordinate systems. In Unity the axis conversion is enabled and exports (FBX) from 3ds Max should work, in 3d Max I have rotation and scale values that need resetting. I wish to avoid Reset X Form, as I have instances and do not want to severe the link. In 3ds Max's FBX Export Z is set to up to conincide with Unity's axis conversion option (external developers are using Unity).

I have read many articles about different co-ordinate systems, but I cannot seem to solve these issues or find the best practice to do so, especially one that is not hugely time intensive when many objects are involved.

I would be deeply grateful, if someone can share their workflow, tips and tricks, guidelines anything on how best to solve this problem.

Note: Exporting an FBX from Pixyz Studios and importing into Unity works without any issues.

Many thanks!
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