Hi guys,
I recently got a freelancing job in a game studio I interned at, and my first task is to take some rock assets from Unity, fix their Uvs and make LODs. The problem I have is that when I take the assets from Unity to Blender (they are in fbx), it messes up the scaling, so when I put the fixed version back, its different size.
Now im not sure how much of this problem is Unity and Blender"not talking" to each other, and how much of it is caused by some mess and inconsistencies in the Unity project. Also, I dont really know that much about working in Unity in general (like almost nothing). Ill try to describe the situation as best as I can but im not sure how understandable it will be :D
1. There is a scene with all the rocks in it, arranged inside prefabs. I open the hierarchy of the rock prefab, find the LOD0 (the LODs there are automatic so they look like crap and I need to make new ones), go to inspector, click on the mesh name (under mesh filter) so I find folder its in, and then open the folder in Windows explorer
2. I copy the FBX and import it to Blender (with default settings) and weird stuff starts happening.
A. The object comes into Blender already scaled - usually is scaled to 0.001 or something like that
B.If i take it back to Unity (just by dragging the blend file in) without applying the scale, it becomes huge (in Unity)
C. If I take it back to Unity after applying the scale in Blender, it is similar size as the original object, but a bit smaller.
I need them to be exactly the same size. I can just try to fiddle with the scale until its close enough, but that doesnt seem very efficient.
So thats problem no.1.
Problem no.2, which makes even less sense to me, is that some these rocks, when I take them to Blender ,have their origin point in a different spot than they have in Unity. When I take them back to Unity, the mesh is obviously in wrong place.
So if some kind soul here has any idea why this is happening, or what could I do to work around it, I would be really grateful for any insight.
Yeah, but that was messing the orientation up. What I ended up doing was just scaling the new mesh in unity until its the same size as the old one, and then scale it in blender by the same amount and reimport it. It was a bit fiddly but it didnt take more than two hours of work in the end.
It had something to with world/local space I guess, at least that's what they told me at the studio :D I don't really understand how that relates to pivot points in unity though. But in wasn't in the center in unity, it was under the rock, while in Blender it was above and to the side. But the imported rock in Blender was positioned with the "unity pivot point" at 0,0,0. So simply applying the location put the "blender pivot point" in correct place and everything worked. It's a bit of a convoluted explanation I hope it makes sense :D