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okocha1337

Scale of Imported objects from blender

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Hello, when I Import fbx objects from blender to Unity with fbx Units scale. They appear so much bigger then they should. Is it a Problem of the Settings of my srworks camera or what can I do? I want them to be in a normal size.

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You could also check the units on the fbx import settings. If you set those to anything smaller then you could keep your scale at 1.

Always keep in mind that, in Unity, a unit is 1m in an object with scale of 1, 1, 1.

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Thats what I thought too. 1 is 1 m. But it isnt. Because it is not the global 1m it is the 1 of the scale of the specific object.

I would like to have that an object with 1.5 as scale has the same scale as another object with 1.5

@Daniel_Y

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Did you try to change fbx units? I mean, if the item you are working with is extremely huge, you probably have a scale factor issue. -> https://docs.unity3d.com/Manual/class-FBXImporter.html

Go to the fbx and in the model import, check the import units. if it´s 1, try to write down a 100. Or try a number so you can change the scale to a normal one. Then, if you need to change local scale to 1.5 because you have to make minor changes, then you should be able to work in unity as usual

Hope this helps. But to be honest i dont really understand what you are trying to achieve :S

  • Thanks 1

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@okocha1337 I'm honestly not sure if this is an Blender -> Unity workflow or a SRWorks thing. I have quite a bit of experience creating 3D models in the context of photogrammetry and I always struggled with getting remotely accurate scale when processing modelings in Blender - I never really cracked that workflow and Blender is quite an expansive tool. I know others in the 3D scanning community have shared similar challenges with scale.

This may be worth a try: https://blog.mattnewport.com/fixing-scale-problems-exporting-fbx-files-from-blender-to-unity-5/

I think an important question here is generic assets such as a 1x1x1m test cube is rendering at the correct real-world size in SRworks so you can isolate it to your custom asset or the SDK/Unity scene.

P.S. Thanks for contributing @JCSegula - I appreciate it 🙂

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