I made some trees in max. They're scaled and positioned properly in space. When I bring them into unity everything seems fine, and if I place them as individual meshes, everything seems fine. But if I try adding them as a tree, and using the "Place tree" tool, all of my trees are rotated 90 degrees.
Heres a screen.
http://i647.photobucket.com/albums/uu192/gannonroader/tree_problem.jpg?t=1258391463
It's not only with this particular tree either, it's every one I've tried so far not counting the default palm tree in unity(which works great).
Replies
You can rotate the tree model so that it faces in the y axis and then reset xforms, then rotate it back and export and it should line up correctly.
http://unity3d.com/unity/features/asset-importing
I'm trying the tool right now but I've never had an hand on it before; I'm discovering
http://unity3d.com/support/documentation/video/5.html
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I have not a problem to import the mesh " Berseker" into Unity 3D (3DS max 2009 file ), but I've got some trouble with normal map , even applyed to the new shader with diff. map - I don't see the bump in a Real Time -Game .
:poly127::poly127::poly127:
Just check the properties of the light(s)
Try to check again your Xform in Max... or put your scene/object here.
Oi , merci beaucoup parisien, je vais jeter un coup d'oeil.
I will look at this.
Thanks.
What I did try tho and had some success with was exporting as a .3ds file. I just had to adjust the scale within unity because for some reason it makes the mesh humongous. I got all of my trees in, but 1 and the error i'm getting is
Render.Texture.create:failed and then I think it says "needs to be larger than 0". It also turns all of the other trees in the scene into planes. Really weird, and really annoying.
It will be more easy to find where the issue is.
Dude,
Try going into the tree's Hierarchy in max, Select affect Pivot only and rotate the pivot so that y is pointing up,
Maybe this helps
Regards.