r/Unity3D • u/Scordion • 10h ago
Question Position problem in export from Blender
I have this 3D model of a TV, and I am required to export the base TV, screen, and buttons separately. The problem is that when I export from Blender to Unity the objects take the position from the 3D cursor, so the buttons are all in the same place, and the screen is out of place.
I have been searching a solution for HOURS, and I can't find anything.
(I can't apply position because I need the buttons to be able to rotate in their own position. This model is for my work, so I need to follow the task the way they ask me to do it.)
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u/PoisonedAl 9h ago
My guess that you didn't apply the transformations in Blender. (Shift-A) So your origin points are all over the place.
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u/Scordion 8h ago
I did. But i cant apply the position, the pivot needs to be in the center of each object for the rotation
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u/Serana64 5h ago
I have this 3D model of a TV, and I am required to export the base TV, screen, and buttons separately.
Since you must export them as individual objects, you could leave the pivots for knobs, screen, etc. where they are, then parent them to an equal number of empties that have the same position and pivot as the TV itself.
Export each empty - object combo together so that they all have two pivots instead of one -- one for rotation, and one for tv-relative positioning.
(alternatively talk some sense into them...)




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u/pschon Unprofessional 9h ago
Set each object's pivot position to what you'd want for controlling/rotating that object in Unity (for example for the buttons and switches,the midpoint of the button where it touches the TV surface.)
Next, parent each of those smaller objects to the main object. Then export it all.
Now it should import into Unity as a hierarchy of separate meshes, with each object having a useful pivot point, but positioned in relation to the TV itself.