![]() ![]() As a rule of thumb it is always a good idea to model objects based on real-world dimensions, i.e. Luckily, there is a relatively easy way to fix this in Blender.įirst, let’s cover some basics regarding the unit system in Blender. ![]() ![]() ![]() Ideally, all imported objects should always have a transform scale of 1, and all rotations set to 0. Though I am not entirely sure of the logic behind this, it is related to the way Unity reads the File Scale from Blender (any insight to this is welcome in the comment section!): Since you are reading this you’ve probably experienced that your Blender model has a scale of 100 when imported to Unity. This is one of the weaker links between Blender and Unity and can cause major headaches if set up incorrectly.Īllthough both softwares handle 1 unit as 1 real world meter, the Blender FBX exporter will not provide Unity with this information “out of the box”. One of the most important things to consider when making models in Blender for use in Unity is the unit systems. The guide consists of 4 parts A quick runthrough of the unit systems in Unity ( 1) and Blender (2), and then a couple examples on ensuring correct scale ( 3) and rotation ( 4) when exporting FBX from Blender. Hopefully this guide can help clean up your messy transforms! Are scale and rotation issues causing you headaches when exporting FBX from Blender to Unity? I know the feeling. ![]()
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