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Blender logoblender · 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.

HeyBraza in a real session - not this exact fix.

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.

or do it yourself

  1. 1in object mode select everything and press ctrl + a > 'all transforms' so rotation and scale are baked to 1.
  2. 2go to file > 'export' > 'fbx (.fbx)'.
  3. 3in the sidebar tick 'selected objects' if you only want part of the scene, and set 'apply scalings' to 'fbx all'.
  4. 4leave 'forward' on '-z forward' and 'up' on 'y up' - that's unity's axis convention.
  5. 5export, then in unity select the imported model and tick 'bake axis conversion' in its import settings if any rotation remains.

let HeyBraza do this with you

HeyBraza is a tiny on-screen guide that points at the right buttons and talks you through it, on windows and mac.

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common 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.

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