


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! (an invalid combination would be something paradoxal like : Z Up, Z Forward).Are scale and rotation issues causing you headaches when exporting FBX from Blender to Unity? I know the feeling. However, that's not universal, so the fbx exporter allow every valid Up/Forward combination.

It's quite conventional that the vertical axis points up (not down), and the X axis points right (not left). Of course it opposes to right-handed coordinates where the "Y-finger" would point forward. Sometime this kind of orientation is called "left-handed coordinates" : In Blender if you turn the view so the Z axis points up, and the X Axis points right, then the Y axis points backward in other terms, the -Y axis points forward. Once you know which axis means vertical, you need to determine how the two other axis are oriented.

In many other software like Unity, the vertical axis is called Y (so X and Z define the floor plane). In Blender, the vertical axis is called Z (so X and Y define the floor plane). That doesn't change anything while your working into a soft, but can be problematic when you export models and animations. Each software handle axis names/orientation differently.
