I am working on a project which will use unity and give the output for IOS 3. I have developed some assets using 3ds max 2012. I need to send the assets and animations to unity. I will rig the characters using biped. Now I need to know-
1. which unit setup I should use to export ? which will work in unity and IOS3.
2. should I use real world scale for the character and assets ? will it affect on game play. I mean will it make the game heavy ? after all its going to be a small device game.
thanks in advance for the repays !:)
Replies
also:
is this the correct unit setup or would i set the system unit scale to centimeters as well?
Put a text file (javascript) in ...\Assets\Editor\ImportSettings.js (make the folder if needed.)
Paste this code into it and save it:
[COLOR="SeaGreen"]// This function will over write the default Unity import scale of 0.01.[/COLOR] [COLOR="DarkOrange"]class [/COLOR]DefaultMaxSceneScale [COLOR="DarkOrange"]extends [/COLOR]AssetPostprocessor [COLOR="DarkOrange"]{[/COLOR] [COLOR="DarkOrange"]function [/COLOR]OnPreprocessModel [COLOR="DarkOrange"]() { if ([/COLOR]assetPath.Contains[COLOR="DarkOrange"]([/COLOR][COLOR="Yellow"]".max"[/COLOR][COLOR="DarkOrange"])) { var[/COLOR] modelImporter [COLOR="Red"]:[/COLOR] ModelImporter [COLOR="Red"]=[/COLOR] assetImporter[COLOR="DarkOrange"];[/COLOR] modelImporter.globalScale [COLOR="Red"]= 1.0[/COLOR][COLOR="DarkOrange"];[/COLOR] [COLOR="DarkOrange"]} } }[/COLOR]I haven't tested this, but I think it will work. You can remove the .max check if you want it to scale all models on import.
As for me, my unit setup in Max is 1 unit = 1 centimeter, and display is set to generic units. I've never had a scale problem. Nor have I experienced the axis problem you describe.
I'll double check again, maybe my import script is correcting rotations. I created it such a long time ago I don't remember off the top of my head. I know I do other thing like remove reference objects.