blender · HeyBraza shows you
how to export fbx from blender to unity
HeyBraza points at apply-all-transforms and the fbx export panel so your model imports upright and at the right size.
blender is z-up and unity is y-up, so a default fbx arrives rotated about -90 degrees on x, often with a scale of 100. fixing it is two steps: apply transforms in blender, then set the export options correctly.
short answer
apply all transforms with ctrl+a first, then file > export > fbx with 'apply scalings' set to 'fbx all', forward '-z forward' and up 'y up' - that's unity's axis convention. any leftover rotation is fixed by ticking 'bake axis conversion' on the unity import settings.
or do it yourself
- 1in object mode select everything and press ctrl + a > 'all transforms' so rotation and scale are baked to 1.
- 2go to file > 'export' > 'fbx (.fbx)'.
- 3in the sidebar tick 'selected objects' if you only want part of the scene, and set 'apply scalings' to 'fbx all'.
- 4leave 'forward' on '-z forward' and 'up' on 'y up' - that's unity's axis convention.
- 5export, then in unity select the imported model and tick 'bake axis conversion' in its import settings if any rotation remains.
steps last checked
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downloadcommon questions
why is my model 100x too big in unity?
the fbx unit scale didn't match - set 'apply scalings' to 'fbx all' on export and leave unity's scale factor at 1.
should i use fbx or gltf?
fbx for unity, especially with rigs and animation. gltf/glb is the better pick for web and three.js.