I'm a modeler in 3ds max and the unity programmer ask me that the object must have:
- pivot with Y up
- rotations at 0,0,0
but every object that I export in fbx he says don't have rotations at 0,0,0.
I tryed different solutions as:
- reset xform
- freeze rotation
- rotation to zero
- $.rotation = eulerangles 0 0 0
but in unity he have values like this [4.577637e-05, -1.525879e-05, 0] or [-90, 1.525879e-05, 0] and so on
It's a problem that can I fix in max or the programmer has to fix it in unity?