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March 22, 2015 05:40
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FixMeshRotationEditor.cs - Unity: Fix mesh's rotation after importing from Blender
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using UnityEngine; | |
using UnityEditor; | |
/* | |
Fixes a mesh's rotation after importing it from Blender. In Blender, the Z axis points in the | |
"up" direction, while in Unity, Z points in the "forward" direction. This script rotates the | |
mesh's vertices so that it is upright again. | |
To use this, create an object from a mesh in the hierarchy view, then locate the Mesh Filter | |
in the inspector. There, click on the new "Fix Rotation" button. | |
Unity forum thread: http://forum.unity3d.com/threads/axis-rotation-blender-vs-unity.312481/ | |
See also: http://answers.unity3d.com/questions/304805/rotate-only-mesh-not-whole-gameobject.html | |
*/ | |
[CustomEditor(typeof(MeshFilter))] | |
public class FixMeshRotationEditor : Editor { | |
public override void OnInspectorGUI() { | |
base.OnInspectorGUI(); | |
if (GUILayout.Button("Fix Rotation")) { | |
MeshFilter meshFilter = (MeshFilter) target; | |
Mesh mesh = meshFilter.sharedMesh; | |
Vector3[] vertices = mesh.vertices; | |
Vector3[] newVertices = new Vector3[vertices.Length]; | |
Quaternion rotation = Quaternion.Euler(-90f, 0f, 0f); | |
for (int i = 0; i < vertices.Length; i++) { | |
Vector3 vertex = vertices[i]; | |
newVertices[i] = rotation * vertex; | |
} | |
mesh.vertices = newVertices; | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
EditorUtility.SetDirty(meshFilter); | |
} | |
} | |
} |
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