Not so long ago this happened in such a way that core import/export scripts resided inside bf-blender repository, but this month we saw a shift towards having those (Python) scripts also hosted in the bf-extensions repository. For Blender 2.5x we have a mechanism to show what is officially supported (considered core to Blender) and what not. We”re seeking through this article feedback from users on the formats and the take is on how much should be officially supported, and what should we expect the user community to maintain. Feel free to comment about that too, and I”ll modify this article accordingly. I try to be as complete as possible, but since there are lots of those formats available in both versions I”m bound to overlook something. In this article I list what formats used to be supported in Blender 2.4x series and how well these did their jobs, and then compare them to the current status. This way you’ll have changed the objects local coordinate system while maintaining the visual orientation of the mesh.Blender is being used a lot as part of a pipeline, thus having a great need for import and export of various formats. When I have transformations probably applied in blender, and use Y up Z forward my exports to Unity go smoothly.Īs for if you still need to rotate the object orientation for some reason as DanPool said only way I know is first rotating the object to the orientation you want in OBJECT mode, then go to EDIT mode select all vertices and rotate it back to proper orientation. fbx (?) and in that format if you want to apply OBJECT level transformations you have to click the “EXPERIMENTAL apply transformation” otherwise the object will carry over its transforms (you can apply them inside blender by ctrl-A I think) When I use this my world in Blender and Unity is aligned.Īs for the rotation values that means you have rotated the object in OBJECT MODE inside blender and havent applied that rotation. You need to use Z forward and Y up for Unity.
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December 2022
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