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.…
Nope, that doesn't fix the Unity import issues. Unity entirely ignores the Up-Axis and the scale is always set to 0.01 when importing. The only "hack" would be to set the FBX exporter to scale up 100% and then have that reverted by the unity import, but it just feels wrong knowing that it has been up and down scaled before…
Unity uses the metric system...so work in meters. And yea, You should work in real world scale. Lots of things depend on this....physics, light calculation, etc. Even if you may not be affected by those things, its a good habit to be in. Will it make the game heavy? Surely you don't think that the scale of the models is…
e-freak, if you want Unity to default to 1.0 you can do something like this: 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…
I guess we don't export as FBX we just let Unity import the max file. I know it does FBX conversion behind the scenes. But I've never selected something inside a prefab and had it flip on me. 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…