In conclusion here, if you make a game object in Blender, before export you need x90° and a scale 0.01 in Blender Transform window panel. Import GameObjectXYZ into Unity (I'm using Unity 2019.1 final) and put it into the scene: look that position, scale and rotation are correct exactly the same as the original starting GameObjectXYZ (0 rotation scale 1 position 0). Picking up the same GameObjectXYZ (SelectHierarchy) without applying transformations Set up ExportFBX settings Operator Presets to Restore Defaults and enable "Selected Objects". Now try to export the same GameObjectXYZ back to Unity. In Blender the GameObjectXYZ will be rotated in X-axis 90°, Y= -Y and scale will be 0.01 Now inside Blender, you can look to the differences: The Blender Import FBX settings in the bottom left panel put it like this Then in Blender make a new CollectionImport and "Import" FBX (better if is an empty Blender environment) Use the inspector to export into Assets/FBX ( BINARY type) Select the Prefab and right-click Export. Then using the package manager look for FBX exporter. That doesn't mean I don't version-control the big gnarly files, by the way, I just put them in a folder inside the project but outside the Assets folder. To me, Blender files are not for Unity directly, but Blender has a nice little Export to FBX capability of its own which exports a specific set of blender objects, and has lots of options I want to tweak each time as appropriate. Maybe I have photographs which need to be processed by other tools before they come out as height maps. Maybe I have a bunch of hundred-layer SVGs that I haven't rendered or imported into Spine yet, to be able to animate them. Maybe I got some ALOS digital geography files and I need a special tool to export those to PNGs as height maps I can use in terrain building. This goes for other big old gnarly composite or specialty files which I don't expect Unity to support directly, or the way I want them supported. Maybe the dummy character is wearing all his clothes and holding several kinds of weapons. Maybe the house is made in Blender with 50 pieces, and I export them room by room into 4 FBX files. I can then decide manually which pieces get exported as separate FBX files, and then put those FBX files into Unity's clutches within the Assets tree. I would much rather take a big old gnarly composite file such as one blend with a complete house or a complete character with an extensive wardrobe, and keep it OUT of the Assets folder. Even if Unity is launching Blender and asking Blender to export to FBX, it's expecting too much to assume I can tell Unity exactly how each FBX should be exported with all the settings available. Click to expand.This is true, but having worked with Blender for many years, inside its Open Source code and also as a modeling user, I really really don't like to assume that any other app should try to import the file themselves.
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