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How to turn objects from Blender to Unity

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Blender and Unity are popular tools to create and visualize three-dimensional models and games. However, there are sometimes difficulties with the correct turnover of facilities from Blender to Unity. In this article, we will consider some important aspects and advice on the correct turn of objects.

The first step is the right axle orientation in Blender. Unity uses the XYZ coordinate system, where X is directed to the right, Y upwards, and Z, inside the screen. Blender can change the axis orientation to match the Unity system. For example, it is possible to turn and scale the object so that the Y axis is directed upwards and the X and Z axis remains unchanged.

Moreover, the export of the Blender facility to Unity should take into account the scale. Unity and Blender can use different systems to measure and scale objects. It is therefore important to ensure that the scope of the facility is correct before export. In order to avoid problems of scale, it is recommended that the Blender site be scaled up before exports to Unity.

In addition, when importing the facility in Unity, it is important to ensure that the object is correctly rotated and scaled up. In Unity, these structures can be altered by the Transform Object component. For example, if the facility after import has an incorrect orientation or scope, the Transform component can be used to change its turnover or scope.

The correct turnover of Blender objects in Unity is very important to maintain the original type and functionality of the model. In line with the above-mentioned councils, you will be able to successfully export and correctly turn objects from Blender to Unity while maintaining their realistic and quality.

Use of Blender for the right turn of objects in Unity

Before the Blender exports to Unity, make sure they're in the right direction in Blender. If the object is not in a standard position (e.g. if it turns 90 degrees around the Y axis), it will be turned in the same way when imported into Unity. To correct this, it is necessary to return the object to zero position and turn to Blender before export.

Another important point is the correct installation of the axles and the Blender coordinate system. Unity uses a system of coordinates in which the Y axis is directed upwards, axis X to the right, and axis Z to the interior. In the Blender, the default system differs, which may cause problems with the correct display and turn of objects in Unity. To correct this, the Blender coordinate system could be altered, for example, by selecting the Z upstream system in construction.

StepDescription
1Open the Blender and make sure the objects are in zero position and turn.
2Choose a suitable coordinate system in Blender settings.
3Export facilities from Blender in a format supported by Unity such as .fbx or .obj.
4Import objects into Unity and make sure they're displayed and turned right.

In line with these recommendations, you will be able to use Blender to correctly turn objects into Unity and avoid problems with orientation in the design of games or animation.

How to build the Blender coordinates

By default, Blender uses the XYZ coordinate system, where X is directed to the right, axis Y upwards and axis Z in the corner of the stage. This may cause problems in the import of models in Unity, as Unity uses another coordinate system where Z axis is directed upwards.

To change the Blender coordinate system, follow these steps:

  1. Open the Blender and select the object you want to build.
  2. Reclassify to " Editing " by compressing Tab.
  3. Choose all the peaks of the object by pressing the A keyboard.
  4. Press N keyboard to open Transform.
  5. Under " Reotation " , change the meaning of " Z " by 90 degrees.
  6. Under " Scale " , change the meaning of " Z " by -1.
  7. Press Enter to change.

Now the coordinates of your facility will be in line with the Unity coordinate system. This will allow for the correct display and turn of objects in Unity without the need to manually develop their coordinates.

Remember that building only belongs to the Blender facility itself. If you want your cameras or other elements of the stage to be properly displayed, you'll have to build them separately.

Imports from Blender to Unity with correct orientation

When you import objects from Blender to Unity, it is important that they have the right orientation. This will enable you to avoid problems of scale, rotation and location.

To properly import facilities from Blender to Unity, follow these recommendations:

1. The correct orientation of Blender objects:

Before the Blender exports, make sure their orientation is correct. The Blender axis Z is directed upwards, axis X to the left, and axis Y to the interior of the scenes. Make sure your objects and scene are built on this orientation.

2. Deleting export scales:

When exporting facilities from Blender to Unity, make sure that export structures are off-road. This will ensure that the size of the facilities in Unity remains unchanged.

3. Use of correct units of measure:

When modeling facilities in Blender and subsequent exports to Unity, make sure you use the right units of measure. Unity uses default meters, so make sure that your facilities have the right size in Blender before export.

In line with these recommendations, you will be able to import facilities from Blender to Unity with the right orientation. This will greatly facilitate your work with facilities in Unity and help avoid possible problems with their situation, size and rotation.

How to correct the turnover of the Blender imports into Unity

When we import objects from Blender to Unity, sometimes we can face a problem of wrong turn. This may be due to the various coordinate systems used in Blender and Unity, as well as the incorrect construction of the object ' s axles.

To address this problem, there are several ways:

1. Modification of the Blender coordinate system:

The simplest way is to change the Blender coordinate system prior to the export of the facility. You can choose the required X, Y or Z axis and turn the object so that it looks right in Unity.

2. Use of an additional empty facility:

If you want to maintain the original Blender location system, you can create an additional empty object and link it to the main object. Then you can turn this empty object to the right angle to adjust the turn in Unity.

3. Use of violin:

You can also use violators in Unity to automatically correct the turning of objects when they are imported. For example, you can write a violin that will turn objects into a certain angle around the right axis. It'll make it easy for you to fix a turnout for a large number of objects.

Remember that a correction of objects may require some time and skills to work with Blender and Unity. This may be particularly important if you work with a lot of objects or use animation. But the rightful facilities will help you avoid further problems and make your work more effective.

Applying the right size before exports from Blender to Unity

If you want to turn things right from Blender to Unity, it's very important to take into account the scale of exports. Otherwise, objects may be too large or too small in Unity, which may cause problems with their reflection or work in the game.

Here are a few steps that will help you apply the right scale before exporting from Blender to Unity:

  1. Make sure your object has the right dimensions in Blender. Use Ruler or Meeasurement in Blender to check the size of the facility and make sure it meets your requirements.
  2. If the size of the object is incorrect, you can edit its scope to achieve the necessary result. To do so, select the Blender object, then press the S keyboard and scale the object to change its size. You can also use the Transform panel in the right range of tools for accurate size management.
  3. When you reach the required size of the facility, make sure that the application of scale has been completed. To this end, press the Ctrl + A clause in Blender and select Scale in the context menu. This will apply all changes in the scope of the facility and preserve its real dimensions.
  4. Now, with exports from Blender to Unity, the facility must be properly scaled up. Import the file...blend in Unity and check that the size of the facility matches your expectations.
  5. If the size of the facility in Unity is still incorrect, you can use Scale to the Inspector to adjust the size of the facility. However, if you've already used Blender, you're probably not gonna need to do this.

The use of the right size before exports from Blender to Unity is an important step to ensure the correct display of objects in the game. Don't forget to check the size of the Blender and use the size of the facilities before export to avoid problems.