Home Technical Talk

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

ColMatrix
polycounter lvl 2
Offline / Send Message
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!

Replies

  • Ghogiel
    Offline / Send Message
    Ghogiel greentooth
    I would think there is a way to export the mesh correctly scaled from Pixys Studios or inventor.  If it's importing with incorrect scaling into max from an FBX, then something is incorrect with the scale before it's even imported. Max won't apply scale to fbx's that have models with say 235% scale or whatever, it'll retain that information and not normalize it.

    Doing anything else like trying to fix incorrect scaling in max, you'd have to clear that out somehow. Besides reseting Xform I can't actually think of a way to clear it without doing it manually, ie setting the scale to 100% in object mode and the doing the inverse in subobject. And that seems mostly silly if you have control over the previous steps of the workflow where it's going wrong.

    The rotation is fairly simple. What I used to do is just enable affect pivot only, rclick on the select and rotate button at the top and add 90 on the y Axis. That'll flip the transform at export, no need to do anything else at export. I haven't worked a unity and max in combo for some years now so it's probably simpler these days and you can just export and toggle something in there.

Sign In or Register to comment.