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How to export as .fbx in unity
How to export as .fbx in unity











how to export as .fbx in unity

When I then exported the model, after turning on ‘Embed Textures’ in the export settings, the image was exported correctly onto the model. I created a new material and used a wood texture that I found on the internet. This way, the image can be wrapped around the model itself. You can see from this discussion that it isn’t just SketchUp that has the problem with Unity, and in the case of Maya, the solution was again to use a native Maya file.To export a shader, you need to use an image. I will see if anyone knows whether SketchUp does anything to force the FBX to be left handed. Which one is which isn’t obvious, but it ends up being that SketchUp is right handed, and when exported to make Y be up, it may not seem to be sufficiently left handed to keep Unity happy. 3D coordinate systems are using called left handed and right handed. A new model in Cheetah3D, exported as DAE, comes into SketchUp correctly, but incorrect into Unity. If I export the model from Cheetah3D and bring that into Unity, it comes out wrong. It shows the import the same as it appears in SketchUp. It can’t import SKP files, but does import the FBX from SketchUp ok. I tried importing into Blender, but it seemed not able to cope with the FBX file. Here is a top down screenshot of mihai.s’ FBX on the left, and his SKP saved as 2015 and imported on the right. It doesn’t do well with more recent SKP versions, but try a save as to an earlier version.

how to export as .fbx in unity

So, there may be a real issue to fix, but there is an easy work around. That’s why the model looks correct in the Scene view. In your screenshots you have the Z axis increasing going down the screen, and X axis increasing when going to the left.

how to export as .fbx in unity

Look at the widget in the upper right, in SketchUp and in a fresh Unity project, with a top down view the Z axis increases in value as you go up the screen, and the red axis increases in value as you go to the right. If you were to point the camera downwards, the Game view will show the incorrectly 180 rotated objects. What makes it harder to notice is that the scene view is rotated 180 degrees. His FBX, or his SKP, all lead to the same problem. I do see the problem you’re describing, and mahai.s’ screenshot shows the problem as well. The Z axis of SketchUp has become the Y axis in Unity, which is what you want. Your images showed up later on, once you were able to post those too.Īssuming the SketchUp view is top down, and so is the Unity one, it is as if the model has been rotated 180 degrees.













How to export as .fbx in unity