Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4
2020.3
2021.1
2021.2
2021.2.0a17
Issue ID
1336122
Regression
No
FBX model's GameObjects are not aligned along coordinate axes when model is imported from DAZ3D
Reproduction steps:
1. Open the attached "case_1336122.zip" project
2. Load the "SampleScene"
3. In the Hierarchy find and select the "lindex1" GameObject
4. Select the Rotation tool and rotate the GameObject along the z-axis
Expected result: the object is properly aligned along the x-axis
Actual result: the object is not aligned along the x-axis (see "eAevhBlMTs.mp4" video)
Reproducible with: 2018.4.35f1, 2019.4.28f1, 2020.3.11f1, 2021.1.10f1, 2021.2.0a19
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Render Pipeline Converter selected asset counter reports one fewer item when using manual selection
- [Android] [Adreno] [WebGL] A light cookie is not rendered with shader compile error when WebGL build is launched on a device with Adreno GPU
- Rigibody sliding over a flat surface that is made of several GameObjects detects false collisions when Collision Detection is set to "Continuous" or "Continuous Dynamic"
- UI Toolkit Label height is incorrectly calculated when using max-width with percentage value
- Visual Effect Material causes Scene view to update continuously when both Scene and Game views are open, despite "Always Refresh" being disabled
Resolution Note (2021.2.X):
The issue is that FBX uses a complex transform system with pre-rotations, post-rotations, pivots and others, whereas Unity uses a much simpler system that expresses transformation with a single matrix. This means that during import, Unity converts those complex transforms into Unity transforms via the FBX SDK. The result of that conversion is that the models and animations look identical but the transform values differ. Other DCCs show the correct orientation because they support the same ( or similar ) complex transform system and do not need to perform a conversion.
As long as your model and animations look identical, I think this is actually the expected behavior.
Unfortunately, I don't think that is something we can address.