These guides are written for people who are familiar with Blender's user interface and navigation. If you are a 2D graphic designer, try using the template editor.
The ZEPETO item workflow and sample files are set up with Maya in mind. Blender's axis orientation and program-level scale values differ from Maya, which can cause issues in the export process to Unity.
On import of the Creator Base Set, you may notice that the X rotation of the Creator Base Set object is set to 90 degrees, and the scale of the object is 0.01 across all axes. To maintain file compatibility, keep objects at these orientation and scale values.
An item created in Blender also has to have the same rotation and scale values as the creator base set. To preempt corrective steps on a finished item, set the transforms of a new mesh object for your item to 90 degrees of rotation on the X axis and 0.01 scale across all axes. This can be done in the object's Transforms properties or in the Delta Transforms properties.
Blender has a world-axis orientation of -Y forwards, +X right, and +Z up with a default world-scale in meters.
Maya has a default world-axis orientation of -Z forwards, +X right, and +Y up with a default world-scale in centimeters.
ZEPETO's expected workflow to Unity uses Maya's world orientations and scale. This is translated to Blender's world orientations and scale for usability of the file in Blender. The fbx exporter in Blender tries to apply the rotation and scale into the fbx on the file level, which can be interpreted strangely from other importers. If Unity doesn't see the expected rotation and scale values it can create errors that can't be fixed in Unity.
Updated about 2 months ago