


Nothing fancy is going on with my meshes. Now I’m the 1st to admit Im no Blender expert, but I’ve followed several key tutorials on the subject, and what I am doing is well within the realm of basic. But I am posting here as well as on the Unity forum so that I can investigate both sides of the issue. I have tried three versions (2.42, 2.49a and 2.57). It does not seem to me that blender is the culprit. Doing simple beveling also produces a crappy mesh in blender.

I can see inside mesh objects that I know perfectly well were capped in Blender. Looking at the mesh in unity’s preview box, the mesh is totally broken. I then take my FBX and add to my project repository in Unity. I save the file, then separately export to FBX (which also proceeds normally).

It use centimeter option.So, i’ve made a fairly simple mesh in blender. Freeze scale of the cube to 1 in the attribute editor.Change scale to 100 in the attribute editor.In this case, to create the cube in Maya is the steps below: Case 1: 1m Cubeįor example, let’s say you have a goal that display a 1m cube model made with Maya into Unity. Import FBX, create primitive cube in Unity. Maya Help | Working in Maya in different scales | Autodesk (Maya 2022)Įxport as FBX. Instead, do not change Maya’s default working units and adjust your grid to align with the scale of the project you are working on. Sometimes you may want to change Maya’s default settings, either to simplify workflows that involve software that uses a different scale, or to correspond with other measurements, for example, Imperial units. You can change the default working units in Maya, which are in metric, but it is recommended to leave them unchanged as some tools in Maya have a set type, for example, Nucleus and Bifrost are hard-coded so that 1 unit = 1 meter, regardless of working units.
