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How to Solve the -89.9 X Rotation When Importing FBX to Unity From 3dsMax

How to Solve the -89.9 X Rotation When Importing FBX to Unity From 3dsMax

Posted by on Feb 19, 2017 in Tips | 0 comments

One problem when you use 3ds Max and Unity for your workflow is importing FBX assets. If you make your model and export it to Unity, chances are you are going to get rotations problems.


The Rotation Issue

If you import your FBX from Max to Unity the process seems to work alright. My teapot mesh seems to be alright and everything seems normal.


But if you look closely there is a weird rotation in the X axis with the value -89.981. If you see the preview window you will see your model rotated in a wrong direction.




How to Solve The Problem

This can be easily solved on 3ds Max. The problem relies on the pivot rotation of the mesh. Go to the Hierarchy Panel and on the Pivot section press Affect Pivot Only.


If we go into the pivot rotation mode we can see the Z axis is pointing up.


Rotate the X axis 90 degrees so the X axis is pointing up.


Now export again your FBX mesh with the Y up.


Import again your mesh into Unity and you will see now the rotation appears correctly at 0, 0, 0.


And that’s it! Now you can export and import FBX from 3dsMax into Unity without rotation issues.

Planet Bit Games – MegaBit Update #6

Posted by on May 19, 2014 in MegaBit Update | 0 comments


In this object I am going to show some progress for the small game I am making. During this process I am also doing some good tutorials from Digital Tutors and other sites to learn more about game development and programming. You can see some good links and the learning done below in this post.

For the game I rebid some of the Game Design Document to match my current prototype. While I was seeing another tutorial and playing with my prototype I had an idea of combining the Whack A Mole system with an infinite runner. I did spawn objects for the enemies parented to a camera scrolling forward. You can see it on the screenshot below. I am still working making that the game is fun and thinking of ways that it can have great replay value.


I leave you with some vines of the prototype, check out the fun thing that happened while testing.

See you next week!

Learning Done

Infinite Runner in Unity – Mike Geig

Exploring the 2D Features in Unity – Digital Tutors

Creating Collectible Items for 2D Games in Unity – Digital Tutors


Good Links

Parallax 2D Background Tutorial – Mike Geig

Light Lamp: Illumination tool for sprites – SnakeHill Games



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Planet Bit Games – MegaBit Update #5

Posted by on May 10, 2014 in MegaBit Update | 0 comments


It’s been a long way since the last update. I decided to rename this type of update posts from Weekend Update Report to MegaBit Update. Since I am not always going to do reports on weekends I drop the weekend part, I will try to make updates at least once a week to keep track of what I am working on.

Also in the Good Links section, below in this post, I put a talk from the creator of Crayon Physics Deluxe about how being poor and having no budget could help you develop your game.

I really like the article in HobbyGameDev about Start Before You Have An Idea and the importance of starting an actual prototype of a game doesn’t matter how it turns, you are practicing, learning and actually making a game in the process. So it inspired me to finish the Whack-A-Mole prototype that I had done in Unity with 2D Toolkit and turn it into a small game that I can put on the App Store and other gaming websites. So far my first step is making a prototype demo with 1 level to play and a title screen, I still need to finish some core gameplay things but probably be done in a week with it.


Whack-A-Bit Beginning of Prototype


Since working keeps meddling with my time I am looking for a productive way to finish stuff and don’t waste time in the process. If the whole process for productivity works for me I will make a post about it too.

Learning Done

Foundations of Programming: Databases – Lynda


Good Links

Why being Poor and Having No Budget is Good for Making Games – Assembly Summer 2011 seminar presentation

Start Before You Have An Idea – HobbyGameDev

The Poor Game Developer Tool Kit – Gamasutra



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Planet Bit Games – Weekend Update Report #4

Posted by on Jan 20, 2014 in MegaBit Update | 0 comments


Greetings from Planet Bit. This has been a great week of learning between online tutorials and starting the work on a platformer prototype. Most of the tutorials I have seen are about learning the scripting part of Unity. While some are based in Javascript I prefer the ones in C# since this is the language that I have been learning so far. If you are new to programming I recommend you to start playing with Javascript and then make the jump to C#. Check out the path I took to lose the fear of learning programming.

Since I want to focus making 2D games (inside a 3D engine like Unity) I was looking for a 2D plugin solution. Then I found 2D Toolkit, it seems like a great solution to the problem. The new version also integrates with the new Unity 4.3 2D tools for a major flexibility. I bought it form the Unity Asset store and made a small prototype with the documentation available from the official site. The prototype is based on the know game of hitting moles. You can play it here.


This week I have been working on the prototype for my first game. I want to make a tower defence platformer but first I want to do the basic player controls right.


So far I have been able to move, jump and make the camera follow the player (the orange cube). Next week I will write about new things I have added to the prototype.


To finish this Weekend Update Report I want to talk about the great talk of Mike Bithell in GDC about the lessons he learnt while developing Thomas Was Alone. The highlights of the talk were how middle ground developers that were working on consoles are now looking to other markets like mobile and free-to-play games. That leaves a good gap for  indie developers to fill in the PC and console market. Mike also talks about how buying off shelf solutions (like 2D Toolkit) can help you develop your game faster and for a smaller cost. In his new game Volume he bought some animations from the Unity Asset Store to use in the prototype so the first trailer can look more polished without hiring animators. Of course this will never replace having an animator in your team working custom animation but at least it’s a good quick fix.

See you in a week in the next Planet Bit Games Weekend Update Report. Remember that you can Follow us on Twitter and Like us on Facebook too, it would be a great boost for Planet Bit.


Learning Done

Introduction to C# in UnityDT

Unity Mobile Game Development: Communication with Notification Center – DT

Unity Mobile Game Development: Player Functionality – DT

2D Toolkit Docs – Unikron software

2D Toolkit Official Whack a Mole Tutorial – Unikron software



The Dumb Hobby Project: Lessons Learned Making Thomas Was Alone – GDC Vault


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Planet Bit Games – Weekend Update Report #3

Posted by on Jan 12, 2014 in MegaBit Update | 0 comments


Here comes the Weekend Update Report #3 in Planet Bit Games.  Continuing with the game developing learning I move on to Unity tutorials and classes.

This week learning goes from a good introduction to Unity 4 from digital tutors to learning materials and how lighting works on this game engine. Also if you are interested in the business side of indie game development be sure to check the reading (link below) about setting up your indie game development business.

One of the best things that happened this week was the Awesome Games Done Quick 2014 a complete week marathon of speed runs with the purpose of raising funds for charity. You can read more of that here.

Learning Done

Introduction to Unity 4 – DT

Materials and Lighting in Unity – Lynda



Setting Up Your Indie Gamedev Business: A Primer – Tutsplus



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Awesome Games Done Quick 2014 Lot’s of Fun for a Great Cause

Posted by on Jan 10, 2014 in News | 0 comments


This week I have been doing some game development classes from and but one thing caught my attention. I saw a tweet about a live speed run of Yoshi’s Island. Immediately I opened the link and was hook by all the amazing tricks, new glitches and the speed that the runner was playing. Since then I have saw a lot of speed runs including Megaman, Mario, Ninja Gaiden, Contra and Zelda games.

The event is called Awesome Games Done Quick and it’s organised by the Speed Demons Archive. It consists of a one week marathon of runners playing good games at full speed trying to get the best time they can. The marathon goes through January 5-11. And all this is for a great cause, all the funds collected through donations goes towards a foundation, this year is Prevent Cancer Foundation. This foundation works doing research, prevention and early detection of cancer.

I had so much fun seeing Megaman X3 and X4 speed runs, good memories to relive, and an awesome competition of Zelda: A Link to the Past to see who wins the game first. One of the fastest runs I saw was a player that won Castlevania: Symphony of the Night under 18 minutes including beating Dracula on the inverted castle.

Awesome Games Done Quick Mario Bros 3

If you have fun seeing all the speed runs be sure to donate something for a good cause, also there are lot’s of good collectibles that you can win this way.

There are still some runs left with more Zelda and Metroid games coming up and finishing with an amazing 3 hour Chrono Trigger run, you can check them all out in the schedule.