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I know that the question of the right blender for unity export has been asked quite often, but it is based on the problem that the models are rotated 90 degrees.

In my case, the FBX objects are rotated 180 degrees (relative to the "up" axis) after importing them into unity. That means I see the back in Unity.

No matter how much I adjust the axis settings in the export dialog within Blender, the problem persists. I never use the "Apply Transform" option because it can cause problems with animated objects.

Can someone tell me how I can solve this?

enter image description here enter image description here

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  • \$\begingroup\$ IIRC, if you click on the imported asset in the browser in unity, there is a default rotation setting. I recall that my files imported from blender had the rotation set to 180 and changing that to 0 makes the rotation correct. \$\endgroup\$ Commented Dec 28, 2022 at 23:47

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I use these settings in Blender and Unity, respectively:

enter image description here

enter image description here

In blender, you should change the "forward" to be whichever direction you are actually using as forward, of course.

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The trick seems to be in the "Bake Axis Conversion" option in Unity.

Setting this on, with an FBX exported from Blender with the options Z Forward, U Up and Apply Transforms on gives (me) an object in Unity that looks the same as the object in Blender.

These are the instructions I have written myself so I remember!

Set the 3d cursor to origin Right-Click - snap – cursor to world origin Right-click - Set Origin - Origin to 3D cursor. Ctrl-A - all transforms. Export to FBX with options: Forward = Z Forward Up = Y Up Apply Transform checked. Export Drag FBX into Unity Assets

In Unity Click on the fbx in Assets and make sure the Read/Write checkbox is checked in the Inspector Model tab. (this is because I modify the mesh at runtime - you may not have this requirement) Also check Bake Axis Conversion in the Model properties

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When you go to File -> Export -> FBX in Blender, you then will find on the right side, a panel that contains a section called 'Transform', there will be settings such as 'Scale', 'Forward', and 'Up'.

Adjust the 'Forward' and 'Up' settings to change the natural exported rotation.

It might take a couple tries to find the correct orientation but you'll get it.

enter image description here

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  • \$\begingroup\$ As I said: Changing the values described does not make any difference. No matter which axis I declare as "forwards" and "upwards", the result remains the same. \$\endgroup\$ Commented Dec 26, 2022 at 23:04
  • \$\begingroup\$ Are you checking the 'Apply Transform' checkbox? \$\endgroup\$
    – Weston
    Commented Dec 27, 2022 at 2:26
  • \$\begingroup\$ Also as already described in the question: I don't want to use this because it can lead to problems with amatures. However, I tried it once and the result is the same: The model always remains the same rotated. \$\endgroup\$ Commented Dec 27, 2022 at 8:07
  • \$\begingroup\$ @EchtFettigerKeks - late to the game, but there's no marked solution. Using 'Forward' and 'Up' options are the answer for sure. For anyone coming to this later, make sure you don't have any postprocessing on FBX imports. \$\endgroup\$ Commented Jun 26 at 15:39
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This works, but it's not pretty.

I was trying to import an FBX from Blender to Unity of a tap. No matter what buttons I pressed or checkboxes I checked, the result in Unity seemed arbitrary - the tap would be on it's side, or, the right way up but backwards. Frankly, it nearly drove me to drink the last time I had to deal with it.

So I copied the object in Blender 3 times. I rotated one 90 degrees on the x, and one 90 degrees on the y. I exported all of it, plopped it into the hierarchy and deleted the elements that weren't right.

I got lucky that one of these was pointing the way I wanted it, but to be sure, I suppose you could copy the object six times.

tap copied 3 times

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  • \$\begingroup\$ This is absolutely not a good way to do this. Understanding how the settings transfer between applications will allow this to work FOR you rather than against you. This is just creating a bunch of extra work and hoping something sticks. \$\endgroup\$ Commented Jun 26 at 15:40
  • \$\begingroup\$ I disagree with Jesse Williams: Performing that test, the user now knows what orientation will be correct for them when they import it into Unity. There are so many variables that it may not be possible to give a generic solution to suit all people. Sure - if you are doing this a lot then understanding may be a good investment in your time - but if you just need to get the job done... \$\endgroup\$
    – Maxxx
    Commented Jul 1 at 7:17

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