![]() ![]() ![]() (It’s a check square above the list of unit you could wish to have the current 3ds Max units converted to) In case you modified it, make sure that the “Unit” conversion is set to automatic. Once you’re done with the meshes, export it as an FBX. If you want to have Unity fully recognize the exact units you used in 3DS max without any conversion, there’s how you can do it naturally :įrom then, consider that 1 unit = 1 cm even if it’s not written anywhere. To work around this error, set your 3ds Max system units to 1 Unit = 1 cm. Somewhere in the workflow, there is a divide by 100 being done where it shouldn’t. So where is exactly is the bug? Unknown which of the two is the culprit. Alas, it appears in the Unity scene properly scaled. So the cube should appear enormous in Unity. When Unity does the import, we know that it does so at a scale of 1 Unit = 1 meter. You’ve exported a cube that is, in terms of raw units, 100x100x100. When you import to Unity, you will get a properly scaled model. In other words, do not do any scaling whatsoever. When you export to FBX, leave your scaling at 1. Obviously, this appears to create an inconsistency, because an object imported to Unity will be imported at 1 Unit = 1 meter. Do not use the sensible assignment of 1 Unit = 1 meter. In 3ds Max, when you set up your units, select 1 Unit = 1 cm. Suppose you model a 1x1x1 meter cube, and want to export it to FBX for use in Unity. UPDATE: Tried some out-of-the-box googling, and may have finally found the answer. ![]()
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