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always set rotation active so that we use the right rotation order
use -Z forward as before instead of +Z forward
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com.unity.formats.fbx/Editor/FbxExporter.cs

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@@ -1191,6 +1191,7 @@ internal bool ExportTransform (UnityEngine.Transform unityTransform, FbxNode fbx
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// Can't just set the rotation order to ZXY on export as Maya incorrectly imports the
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// rotation. Appears to first convert to XYZ rotation then set rotation order to ZXY.
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fbxNode.SetRotationOrder (FbxNode.EPivotSet.eSourcePivot, FbxEuler.EOrder.eOrderZXY);
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fbxNode.SetRotationActive(true);
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UnityEngine.Vector3 unityTranslate;
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FbxDouble3 fbxRotate;
@@ -3346,7 +3347,7 @@ internal int ExportAll (
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// https://forums.autodesk.com/t5/fbx-forum/get-confused-with-fbxaxissystem-convertscene/td-p/4265472
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fbxSettings.SetAxisSystem (new FbxAxisSystem(
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FbxAxisSystem.EUpVector.eYAxis,
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(FbxAxisSystem.EFrontVector)(-((int)FbxAxisSystem.EFrontVector.eParityOdd)),
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FbxAxisSystem.EFrontVector.eParityOdd,
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FbxAxisSystem.ECoordSystem.eLeftHanded));
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// export set of object

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