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3D Models
Unity works with arbitrary units. The default physics work on the assumption that one unit is one meter. The VR-setup also assumes that one unit is one meter. Therefore all models should be designed in such a way that one unit is equal to one meter.
Here is a checklist for correct model scaling:
- The model was created in life size
- The model is exported to FBX with a scaling factor of one
- It is imported into Unity with a scaling factor of one
- It is placed in a scene with a scaling factor of one
- The model has the correct size for a VR-Player with a scaling factor of one
Unity uses a left-handed coordinate system. Blender uses a right-handed one. Therefore a conversation is needed when importing from Blender to Unity. Models should be created in such a way that they respect the rotation conventions.
Blender rotation convention:
Direction | Color | Interpretation |
---|---|---|
Positive X | Red | Left |
Positive Y | Green | Backwards |
Positive Z | Blue | Up |
Unity rotation convention:
Direction | Color | Interpretation |
---|---|---|
Positive X | Red | Right |
Positive Y | Green | Up |
Positive Z | Blue | Forward |
The origin of a model should be chosen to make it as easy as possible to place the object in a scene. For example, if the object is a lamp that is mounted to the ceiling the origin should be in the middle of the part of the lamp that touches the ceiling. If the object is a door the origin should be at height 0, forward 0 and in the middle of the width, so that the door can be easily placed to touch the wall and floor.
In order to prevent import issues during version upgrades all models should be included via FBX. Blender and other 3d-model files should not be placed inside the unity folder.
TODO: https://www.immersivelimit.com/tutorials/blender-to-unity-export-correct-scale-rotation
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