Using Blender 2.6. My model has its location and rotation zeroed out, scale set at 1.0, and generally conforms to every guideline detailed on this site and misc google results. When exporting it, I check 'XNA Strict Options'. Y up and -Z forward seems right.
However, it still ends up sideways. I found that a possible fix was to just set the X Axis Rotation in the Content Processor properties to -90, but that ended up being worthless when I started checking out collision spheres and realized that they lay in that skewed orientation.
What could I be missing?
Edit: Drawing code:
Matrix[] bones = animPlayer.GetSkinTransforms();
foreach (ModelMesh mesh in model.Meshes)
{
foreach (SkinnedEffect fx in mesh.Effects)
{
fx.SetBoneTransforms(bones);
fx.View = camera.viewMatrix;
fx.Projection = camera.projectionMatrix;
fx.EnableDefaultLighting();
fx.World = worldMatrix;
}
mesh.Draw();
}
Where
worldMatrix = rotMatrix * moveMatrix;
camera.viewMatrix = Matrix.CreateLookAt(camPosition, target+camTargetOffset, camUp);
camera.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, (float)game.Window.ClientBounds.Width / (float)game.Window.ClientBounds.Height, 1, 100);