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(1 edit)

Hi! This isn't an issue, the rotation is set that way for a reason of Blender and game engines using different coordinate systems and โ€œupโ€ axes, which causes orientation mismatches when exporting the 3d assets.

I purposely set the rotation that way, so there wouldn't be a mismatch when importing them to Unity.

The Godot, and Unreal engine devs have never reported having an issue because of this.

Actually, the rotation on the up axis is fine - the issue comes from the 'Euler XYZ' in the X direction being misaligned. Additionally, my problem isn't due to orientation mismatches, since upon exporting the meshes and placing them statically they are fine in Godot and Unity, as you mentioned. 


The main issue is if you do any sort of physics calculations to the object. Especially in Godot, the mesh objects are usually a child of the scene / node that you'll be doing physics operations on. Assuming that the parent scene doesn't have an additional rotation, upon interaction with the physics object, resetting any sort of rotation in engine will cause the mesh to revert back to its original rotation that needs to be applied within Blender. 

Again, I'm not asking for you to reorient the mesh. That is fine. What I'm asking is if you'd be able use 'apply' on any rotation or transforms within Blender so as to zero out the data while not actually changing how the mesh itself is oriented. 

For instance, if you were to scale an object by 2 in Blender, and then apply an automatic collision body onto said mesh in any game engine, this may cause inaccuracies with the collision detection amongst other objects, while visually the mesh will look fine when physically it is not. You would want to apply all transforms to the mesh object so it is scaled properly as desired, but it is now standardized so that it does not look like a scale of (2,2,2 in engine. 

This is the same concept that I am referring to within the asset pack. I wish Itch.io would allow me to post photos but it seems like there is a weird blockage that prevents me from showing you the issue. 

I am confident that other devs may not have reached out and reported this as a problem because they either are using your props as static objects for decoration or just have not bothered to report it.

Hi! Do you think applying the rotation for them as they are now, would solve this, and objects wouldn't be rotated on their side when importing to Godot?

Thanks for the quick reply! I definitely appreciate that :)

Yes, applying the rotation as they are in Blender will solve a lot of the issues that people may potentially have. I'm going to attempt to take a few screenshots to see if I can give you more clarity on the matter:

As you can see, this is the original model without any modifications done to it. You can see that in the 'Rotation' property the X angle is set to 90 deg. 

All I did afterwards was selecting the object in Object Mode -> Ctrl + A (if on Windows) -> Apply -> Rotation. My personal choice is to Apply-> All Transforms but that is probably not needed in this case.

Once the rotation is applied, you can see that the object has not changed at all - all we've changed was to reset the object's ground truth data to ensure that this is our desired orientation going forward!


Here's some further screenshots proving that your desired orientations wouldn't get messed up in Godot:
Side by side (left is without rotation applied, right is with rotation applied) comparison of your toy brick 1_3:

In the inspector window, you can see that the original model's mesh has the 90 deg rotation applied. Godot recognizes that this is not zeroed out, so there is a small 'undo' icon that will let you click on it to zero it out. If you do, the actual mesh will have this orientation:

We don't want that!!

The brick to the right is the brick I have applied rotation to. You can see that the mesh is already zeroed out and is in the orientation you've intended it to be in.


That's all I'm asking for! I realize that this is not a problem usually if the developer wants to use these objects simply for decoration, but in my case it is problematic. It is also the industry standard to zero out all the data to prepare it for export as for the aforementioned physics interactions (and other stuff) it can be an issue, i.e. "I want to rotate this RigidBody 90 deg but the mesh itself is rotating another 180 deg for some reason!!". 

Here's my use case: 


Thank you for your consideration!

Thanks for providing so much detail! I appreciate you very much! I'll apply the rotation to all my 3d assets for the following updates

For sure! You have a very cool set of assets that I've really enjoyed using! Cheers :D

Thank you very much for supporting my work!

(2 edits)

Hi! The axis will be updated with the following update. I'm re-configuring the export settings for each format so this wouldn't be an issue!

great news!! thank you for taking my suggestion!

Thank you for taking your time to help me to fix it! I appreciate you very much <3