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		<title>How to export from Blender to Unity3d? Part 3</title>
		<link>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html</link>
					<comments>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Thu, 20 Feb 2014 14:01:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=314</guid>

					<description><![CDATA[<p>Part 3. Fixing X axis rotation (Unity imports model already-rotated 270 (or -90) degrees in X axis) This inconvenience can be solved either through rotating object itself, or through rotating its parent (if we parent it to an empty in Blender). 1. Rotate object -90 X in Blender, apply rotation. Rotate empty (parent) +90 X</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html">How to export from Blender to Unity3d? Part 3</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
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<p style="background-color: white; color: #5b5b5b; font-family: 'Trebuchet MS', Trebuchet, Verdana, sans-serif; margin: 0px; position: relative;"><strong>Part 3. Fixing X axis rotation (<span style="background-color: transparent;">Unity imports model already-rotated 270 (or -90) degrees in X axis)</span></strong></p>
<p style="text-align: justify;">This inconvenience can be solved either through rotating object itself, or through rotating its parent (if we parent it to an empty in Blender).</p>
<p style="text-align: justify;"><span id="more-314"></span></p>
<div>
<p>1. Rotate object -90 X in Blender, apply rotation.</p>
<p>Rotate empty (parent) +90 X</p>
<p>Export</p>
<p>2. Rotate object -90 X. Apply rotation<br />
Rotate object 90 X.</p>
<p>Export without applying rotation</p>
<p>(solution proposed by <b>Sarper Soher</b> on <a href="http://answers.unity3d.com/questions/319802/rotation-when-importing-from-blender.html">answers.unity3d.com</a>)<br />
This way, model will be rotated correctly in Unity.<a name="more"></a></p>
<p><b>Alternative:</b></p>
<p><a href="http://wiki.unity3d.com/index.php/FixBlenderImportRotation">FixBlenderImportRotation Script </a>by Benjamin Schaaf<br />
As far as I know, it works with .blend files.</p>
<p>I hope this import/export tips will be useful to improve our productivity with Blender and Unity3d. Thus we can concentrate on making better content. If you have any questions or feedback feel free to leave a comment.</p>
<p>You may also like:</p>
<p><a href="/?p=122">Part 1. How to preserve pivot point (origin)?</a></p>
<p><a href="/?p=318">Part 2. Fixing scale being reset to 0.01 on FBX import.</a></p>
</div>
</div>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html">How to export from Blender to Unity3d? Part 3</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>How to export from Blender to Unity3d? Part 2</title>
		<link>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html</link>
					<comments>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 03 Feb 2014 11:10:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=318</guid>

					<description><![CDATA[<p>Part 2. Fixing scale being reset to 0.01 on FBX import. The solution is found on Unity forum. Ntero has written a nice script to set the default scale of asset importer to 1. http://forum.unity3d.com/threads/64047-FBX-Import-make-default-scaling-to-0-01-an-option Code: using UnityEngine; using UnityEditor; using System; //Sets our settings for all new Models and Textures upon first import public</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html">How to export from Blender to Unity3d? Part 2</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
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<p>Part 2. Fixing scale being reset to 0.01 on FBX import.</p>
<p>The solution is found on Unity forum. Ntero has written a nice script to set the default scale of asset importer to 1.</p>
<p><span id="more-318"></span></p>
<p><a href="http://forum.unity3d.com/threads/64047-FBX-Import-make-default-scaling-to-0-01-an-option">http://forum.unity3d.com/threads/64047-FBX-Import-make-default-scaling-to-0-01-an-option</a></p>
<p><a name="more"></a></p>
<p>Code:</p>
<p>using UnityEngine;<br />
using UnityEditor;<br />
using System;<br />
//Sets our settings for all new Models and Textures upon first import<br />
public class CustomImportSettings : <a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=AssetPostprocessor">AssetPostprocessor</a><br />
{<br />
public const float importScale= 1.0f;<br />
void <a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=OnPreprocessModel">OnPreprocessModel</a>()<br />
{<br />
<a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=ModelImporter">ModelImporter</a> importer = assetImporter as <a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=ModelImporter">ModelImporter</a>;<br />
importer.<a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=globalScale">globalScale</a> = importScale;<br />
importer.generateMaterials = ModelImporterGenerateMaterials.None;<br />
}<br />
}</p>
<p>Thanks, Ntero!</p>
<p>p.s. File name &#8211; CustomImportSettings.cs<br />
Script should be put in AssetsEditor</p>
<p><a href="/?p=122">Part 1: <span style="background-color: white; color: #5b5b5b; font-family: 'Trebuchet MS', Trebuchet, Verdana, sans-serif;">How to preserve pivot point (origin)?</span></a><br />
<a href="/2014/02/how-to-export-from-blender-to-unity3d_20.html#more">Part 3: Fixing X axis rotation</a></p>
</div>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html">How to export from Blender to Unity3d? Part 2</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>How to export from Blender to Unity3d? Part 1</title>
		<link>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d.html</link>
					<comments>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 27 Jan 2014 09:44:00 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[drums]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=122</guid>

					<description><![CDATA[<p>Part 1. How to preserve pivot point (origin)? Unity 4.3.1, Blender 2.69 In this series of tutorials, we&#8217;ll take a look at some problems during export from Blender to Unity3d and the ways to solve them. When we&#8217;re making game with Unity3d and Blender, we&#8217;re exporting/importing assets all the time. This process can be exciting</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d.html">How to export from Blender to Unity3d? Part 1</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
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<h4 style="text-align: justify;"><strong>Part 1. How to preserve pivot point (origin)?</strong></h4>
<p style="text-align: justify;">Unity 4.3.1, Blender 2.69</p>
<p style="text-align: justify;">In this series of tutorials, we&#8217;ll take a look at some problems during export from <b>Blender to Unity3d</b> and the ways to solve them.</p>
<p style="text-align: justify;"><span id="more-122"></span></p>
<p style="text-align: justify;">When we&#8217;re making game with Unity3d and Blender, we&#8217;re <b>exporting/importing</b> assets all the time. This process can be exciting and rewarding, but also can be confusing, time consuming and very technical. Of course, we&#8217;d like to focus on making something that matters – interactive content, beautiful levels, cool characters and not worry about weirdly rotated geometry or moved pivot point during import.</p>
<p style="text-align: justify;"><a href="/wp-content/uploads/2014/01/export_from_blender_to_unity3d_v2_01.jpg"><img decoding="async" fetchpriority="high" class="alignnone size-full wp-image-166" src="/wp-content/uploads/2014/01/export_from_blender_to_unity3d_v2_01.jpg" alt="export_from_blender_to_unity3d_v2_01" width="1024" height="376" /></a></p>
<p style="text-align: justify;"><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div></p>
<p><a name="more"></a>Problems:</p>
<p>1. Origins not imported to Unity.<br />
2. Scale of imported fbx models is 0.01 by default.<br />
3. X axis rotation problem (Unity imports model already-rotated 270 degrees in X axis)</p>
<p>In this chapter, we&#8217;ll solve the problem of:</p>
<p>1. Origins not imported to Unity. In another words, pivot point is reset to 0-0-0 coordinates.</p>
<p><a href="/wp-content/uploads/2014/01/export_from_blender_to_unity3d_01.jpg"><img decoding="async" src="/wp-content/uploads/2014/01/export_from_blender_to_unity3d_01.jpg" alt="export_from_blender_to_unity3d_01" width="1024" height="508" /></a></p>
</div>
<p>If we develop a habit of having one blend file per model, it&#8217;s totally fine. But sometimes it&#8217;s more convenient to have a full scene in the blend file. For example, we need to swap textures and model parts across our objects.</p>
<p>So, if we&#8217;re used to this workflow, we&#8217;re often find ourselves:</p>
<p>* placing a model at 0-0-0 coordinates,<br />
* exporting it<br />
* restoring position</p>
<p>Huh? This is not ideal, at least, to move every object back and forth just to export it. So what could be done to speed up the workflow?</p>
<p><strong>STATIC MESH</strong></p>
<p>To import origin as pivot point from Blender to Unity3d, Blender object needs to be parented to an empty. In case of static objects (not skinned meshes), empty would serve as a pivot point in Unity.</p>
<p><strong>Benefits:</strong></p>
<p>* pivot point won&#8217;t be placed at the center of coordinates</p>
<p>* no need to parent model to empty game object inside Unity3d<br />
* no need to center object in blender before importing<br />
* group of models can be exported this way</p>
<p>So, we&#8217;re parenting object to an empty in Blender, and exporting empty AND the object using fbx exporter.</p>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"><a href="/wp-content/uploads/2014/01/export_from_blender_to_unity3d_v2_02.jpg"><img decoding="async" class="alignnone size-full wp-image-168" src="/wp-content/uploads/2014/01/export_from_blender_to_unity3d_v2_02.jpg" alt="export_from_blender_to_unity3d_v2_02" width="1024" height="472" /></a></div>
<div style="text-align: justify;"></div>
<p style="text-align: left;">Examples from Drum game in development.</p>
<p style="text-align: left;"><a href="/?p=119">Part 2. Fixing scale being reset to 0.01 on FBX import.</a></p>
<p style="background-color: white; color: #5b5b5b; font-family: 'Trebuchet MS', Trebuchet, Verdana, sans-serif; margin: 0px; position: relative; text-align: left;"><a href="/2014/02/how-to-export-from-blender-to-unity3d_20.html#more">Part 3. Fixing X axis rotation (Unity imports model already-rotated 270 (or -90) degrees in X axis).</a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d.html">How to export from Blender to Unity3d? Part 1</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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