Im trying to export a model purchased on turbo squid and built in xsi to fbx for use in unity3d.
Im having two major problems which may be related.
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The axes are not the same for each bone. Each bone rotates differently in unity. In unity if I manually use the input box to rotate the head bone 30 in +x it rotates 30 in the + z direction, but another bone like the foot bone may rotate differently.
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How do I freeze the rotations or zero them out so that each bone shows up at 0,0,0 at the start pose in unity3d.
Ive previously worked with models created with other 3d programs and they come in zeroed out and the rotations for each bone rotates correctly in unity3ds coordinate system. Im not sure why the xsi model is having so many problems. The author did not know how to fix the problem.
This is the student trial of xsi 2013 with crosstalk 2013 Here is the model link.
http://www.turbosquid.com/3d-models/penguin-3d-model/534541
Thanks,
Dan