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Fixed in 2020.1.X

Votes

4

Found in

Issue ID

810033

Regression

No

Problem with mesh orientation author in 3DS max after FBX import

Asset - Importers

-

There is an issue when importing an FBX file with the orientation in the scene view and in the preview.

More details on the issue + background:
- Max is Z-up and Unity is Y-up
- When Exporting an FXB from max. The "Axis conversion" Option is not taken into account at all (exporting one mesh with the Y-Up or Z-Up yields the same result in Unity). From now on I'm not going to mention this option anymore since it has no effect.

We tested several cases. All with simply spawning a default teapot in Max so that we can easily see the orientation
1- Spawn teapot, do nothing in max.
=> Teapot is properly oriented in the Scene View but not in the Mesh Preview. In practice a transform with 90°
around X-Axis has been added to the object. This transform is used in the scene view but not in previews resulting in said discrepancy.
2- Spawn teapot, rotate pivot in max so that it's Y up, matching Unity's convention.
=> Teapot is properly oriented in both the SceneView and Mesh preview. No additional transformation is added to the mesh.
3- Let's be crazy, spawn teapot, rotate pivot 45° around X in max.
=> Teapot is properly rendered in SceneView but rotate 45° in the Preview.... see the pattern here? :slightly_smiling_face:

So basically what seems to be happening is this : Unity importer takes the Pivot from the FBX and add a transformation so that it matches Unity Y-up. So whatever the pivot in Max, it will look right in the scene view. Two problems with that :
- Previews don't use this added transform so they won't look right.
- It completely prevents user from using a non-standard pivot transform. This case is not the norm but can still be useful at times...

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