
However, it had the intended effect: game developers who wanted to sell for Microsoft platforms found it to be enough of a pain to support both left- and right-handed math, that they stopped trying to make games that were cross-platform compatible. It broke with all the traditions of OpenGL, SGI, and even traditional mathematics in general.

It was an arbitrary decision with deep impact, as you see here.

Ultimately, Microsoft wanted to differentiate themselves from the competition and set some standards, so they chose to go with a left-handed system for Direct3D (an early part of the DirectX suite). For example, electrical flow and magnetism are described in textbooks assuming the user will work with the right hand rule. They follow centuries of mathematics tradition that came from observing the natural world. You can't fix this distinction with a simple "rotate ninety degrees" because no combination of rotations will align the two systems.īlender and OpenGL use a "right handed" coordinate system. If you would like to see this as a video, let me know as well.There is a fundamental difference between Blender and Unity's coordinate system, which incidentally is the same fundamental difference between Microsoft DirectX and OpenGL. If you have any questions, you can e-mail me, or comment below. I just wanted to be as clear as possible in detailing the procedure since I had to dig though a few forms and experience trial and error before I got the right settings, especially when blender updated. Keep in mind you can have preset FBX format settings. it takes me about 15 seconds to convert it with the correct rotations and scales in an FBX format no matter how large or how many objects are selected.

If the process seems a bit long, it really isn’t. Even if you will change them within Unity, it will help you when you start working with bigger files. Select them all, rotate, apply and follow the directions, it will work just the same, and remember to name your objects within blender. So you can have multiple objects that are parented with children. Be advised that this works with multiple models in one blender file. Thank you for reading, I hope it has helped you.
