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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!