I’m trying to export a model purchased on turbo squid and built in xsi to fbx for use in unity3d.
I’m having two major problems which may be related.
1. The axes are not the same for each bone. Each bone rotates differently in unity. In unity if I manually use the input box to rotate the head bone 30 in +x it rotates 30 in the + z direction, but another bone like the foot bone may rotate differently.
2. How do I freeze the rotations or zero them out so that each bone shows up at 0,0,0 at the start pose in unity3d.
I’ve previously worked with models created with other 3d programs and they come in zero’ed out and the rotations for each bone rotates correctly in unity3d’s coordinate system. I’m not sure why the xsi model is having so many problems. The author did not know how to fix the problem.
Doesn’t seem to work. Do I select the joints and freeze rotations, or select the mesh and freeze rotations. I still see the rotations being the same if I select the mesh. If I select the joints the whole model rolls up into a ball.
Also Will that only show up on Export or within xsi.
So far I’ve tried a bunch of things and nothing has given the result where the rotations are zeroed out in unity.
Is there some other property of the model that would prevent it from working?
Well it makes sense the joints “curl up into a ball”. A joint needs a rotation value. you cant have a joint value of 0 0 0 unless you want straight joints.
You can store an offset value, using the “Set Neutral Pose” command on the transform. This will give the joint the appearance of being 0 0 0 even though its bent but the actual value wont be 0 0 0. I dont know if that offset value exports to unity.
The other way would be to take nulls and parent them to each joint and then rotate the nulls to 0 0 0 (global). Then use those nulls to skin your character. Then export those nulls rather than the joint values.