While I have not tried it myself, I was hoping someone may be able to explain what it does. I have looked at the documentation, and it still shows screenshots from 4.2 and prior with no explanation. Will this allow for an entire scene created in Blender or Maya to be imported, while retaining each objects location?
Hi Tkfore21,
I don’t have any information for this feature yet, but I’ve reached out to one of our developers for more clarification for what this feature is set to do.
From my test with this the meshes do not retain their pivots from the 3d modeling software. They are still relative to the world origin of the modeling software.
I’ll let you know when I have more information.
Tim
Hi Tkfore21,
Here is the response from our developer:
We’re putting a report in for our Documentation Team to update the FBX Import page with reference image and info above.
Thanks!
Tim
Hi Tim, I see the Y right thing fail from both Maya and Cinema 4D, (working in Y-Up) the Z Up change happens fine but all my meshes end up Y Forward. Unticking the convert button leaves me with X Forward but Z Up
A lot of this is been reported on the Answer hub FBX thread which is now pretty messy, is there any chance of an update on how all the various rotations will be dealt with in the future, I don’t even mind manually choosing where my file came from and target rotations etc.