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Unity cube flip normals
Unity cube flip normals













unity cube flip normals

unity cube flip normals

Now we're looking at the back of the cube again. I have an empty GameObject with the PartTools component attached, with the cube model as a child object. The axes match what's shown for Unity on RoverDude's cheat sheet, but the model appears to be rotated 180° around the Y-axis compared to the second Blender image above, which confuses me: I'd expect them to match, based on the axes in the diagram. Now I import into Unity, which applies an automatic default rotation of -90 degrees around the X-axis to turn Blender's Z-up convention into Unity's Y-up: The axes here match the ones shown for Blender on the cheat sheet. But RoverDude's cheat sheet shows the opposite orientation, with the X-axis pointing left and Y-axis pointing down when viewed from the top, so here's another view of the same model with the camera in a different position: Notice the axes in the corner: I made it in what I think of as the typical orientation in Blender, with the X-axis pointing to the right and the Y-axis pointing upward when the model is viewed from the top.

UNITY CUBE FLIP NORMALS HOW TO

I'm learning about how to make models for KSP parts using Blender and PartTools, using this "cheat sheet" by RoverDude as a reference for how things should be oriented, and I'm a bit confused because the orientation of my meshes doesn't entirely match what I'd expect based on that diagram.įor the sake of example, here's a simple mesh in Blender:















Unity cube flip normals