#Problem in Unity or Blender ?

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dusk iris
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Hey does anyone know why my model is getting stretched when I try to rotate it ?
I realized that not all the parts of the body are acting in this weird way but only the objects that are parented to other object (I made the model in blender)

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Problem in Unity or Blender ?

strong echo
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I think it might a be an issue from how you modeled it in blender. Try the following:

  • On blender, select all parts of your model.
  • Press Ctrl+A on your keyboard. A menu will appear.
  • On the menu, select the option that says Rotation and Scale or All Transforms
  • Try exporting the model again and see if the issue persists.

In case this aproach fixes your issue, I just want to let you know that in Blender there are a lots of modes to do modeling, sculpting and more. The default mode is called Object Mode, which I assume is the one you used to make your model. On the other hand, there's a mode called Edit Mode, which you can access by clicking the Tab key on your keyboard with a mesh previously selected.
Anything related to modifying a mesh (such as adding vertices, moving them, or anything else you could imagine related to modifying the mesh) should be done in Edit mode. If you do so in Object mode, things like this can happen, because you might end up with a non-uniform scale, rotation, or even position, for that certain mesh.

dusk iris
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I realized that unity replaced the values for position and scale when I imported the model, so I assumed it's a problem with blender

strong echo
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That might've been because of how you exported your model from blender to unity. If you want I can share with you the way I export models from Blender to Unity.

  • Generally I just include the Mesh object and I specify that I just want to export the objects that I have selected in that moment. (This is just personal preference because it feels more comfortable to me)
  • On the Transform section I use FBX Units Scale because I like to see the FBX import settings in unity being: 1m in FBX = 1m in Unity. The forward and up axis depend on the direction your model is facing in the Blender modeling viewport.

Those are just the essential settings that work for me everytime. Although there could be exceptions, for example if I want to export a rigged character to a FBX I already know I'll also have to export the Armature to have the bones structure already setup in unity with skinned mesh renderers and so on.

strong echo
# dusk iris

But yeah, indeed Unity was showing those values because the mesh was not resetted, therefore it was also doing those weird deformations. ๐Ÿ™‚

dusk iris
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Yeah those settings will help a lot because it's my first time trying to import something from blender to unity

strong echo
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I hope it helped ๐Ÿ˜„