Some objects in the data output from Blender in FBX are not displayed in the correct position.
What are the possible causes and remedies?
user
Sure, I'd be happy to assist you with this issue. 1. **Possible Cause**: One of the main reasons for this could be that the "Not Exported" property of the object is turned on. In this case, the object will not be exported and will not appear in the final output. **Remedy**: Go to the Object Properties of the object > Display > Use Auto UVs and uncheck Not Exported. 2. **Possible Cause**: Another reason could be that the pivot point of the object is not set correctly. **Remedy**: Go to the Object Properties of the object > Display and check "Use Local Coordinates." 3. **Possible Cause**: Sometimes, the object may not have been scaled correctly in the 3D space. **Remedy**: To check this, select the object and go to the Object Properties > Scale. Ensure that the values in the Scale section are correctly identical to what you might have tested in 3D space. Please make sure that the centroid point is correctly placed, as it could affect the position. 4. **Possible Cause**: Another reason for this, another reason might be that the object's position in the 3D environment needs to be moved again due to Blender v3's changing controlling positioning standard. **Remedy**: Try conservatively revolving the Object over the world-origin first, pivot it at the centre if you wish to move each object related to the inferred point origin of the vector(0,0,0). 5. **Possible Cause**: Another possible cause is the presence of wrong or corrupted typing character in an edit-mode model shape. **Remedy**: Advising edits the shape, and verify (detailed with the model editors) for any blunders, just hoping an error has utilized it, pay attention and make sure away. I hope this helps you. Please let me know if I can help you with more.
assistant
Some objects in the data output from Blender in FBX are not displayed in the correct position.
What are the possible causes and remedies?
user
There could be several reasons why some objects in the data output from Blender in FBX are not displayed in the correct position. Here are a few possible causes and remedies:

1. **Different Unit Scales**: Different 3D modeling software use different unit scales. For example, Blender uses meters as its default unit, while other software like Maya or Unity use centimeters or units. This can cause objects to appear too large or small when imported. To fix this, you can change the unit scale in Blender before exporting, or adjust the scale in the software you're importing into.

2. **Pivot Point Issues**: The pivot point of an object is the point around which transformations (like rotation, scaling, and position changes) take place. If the pivot point of an object isn't where you expect it to be, it can cause the object to appear in the wrong position. You can adjust the pivot point in Blender before exporting.

3. **Incorrect Transformation Data**: If an object has been moved, rotated, or scaled in Object Mode in Blender, it might not appear correctly when imported into another software. This is because the object's transformation data is stored separately from its mesh data. You can apply the transformations to the mesh data in Blender (Ctrl+A > Apply Scale/Rotation/Location) before exporting.

4. **Axis Orientation**: Different 3D software use different axis orientations. For example, Blender uses a right-handed coordinate system where the positive Z-axis points up, while other software use a left-handed coordinate system where the positive Y-axis points up. This can cause objects to appear rotated or positioned incorrectly. You can adjust the axis orientation in the export settings in Blender, or adjust the object's rotation in the software you're importing into.

5. **Parenting Issues**: If objects are parented to each other in Blender, they might not appear correctly when imported into another software. This is because parenting relationships are stored separately from object data. You can clear parenting relationships in Blender before exporting, or re-establish them in the software you're importing into.

6. **Animation Data**: If an object is animated in Blender, it might not appear in the correct position when imported into another software. This is because animation data is stored separately from object data. You can apply visual keying (Ctrl+A > Visual Transform to Pose) in Blender before exporting, or adjust the animation data in the software you're importing into.
assistant