I've been confronted with quite an annoying problem lately. I'm working with a colleague on 3d models, thus we frequently need to pass the models from one computer to the other. Yet is so happens that when one of us exports the model, although its rotation is at 0,0,0, when the other opens it in its own Blender, there's a rotation of 90 in X and -0 in Y.
I've been searching on the internet and I have seen some posts complaining about that problem with FBX export to Unity. I have tried a couple of things such as this: How can I prevent blender from exporting fbx with-90 rotation on the x axis to unity? or this https://unity3d.college/2017/07/08/fix-bad-90-x-rotation-unity3d-blender/ but nothing seems to work.
More precisions: - we work only with obj and gltf, not fbx. - I've imported Suzanne on one computer, just exported it as an obj, and on the other computer there's the 90 rotation. If i import this model back on the PC from which it's been exported, there's the rotation as well. - For the same test, I have exported in GLTF. When I import the GLTF Suzan back on the PC which exported, there's no rotation visible in the Transform and Suzanne is correctly oriented. But when I import it on the other PC, there's still no rotation visible in Transform (except that Y is at 0 whe it was at 0 on Y on the other computer) BUT Suzanne is not oriented the same way in the viewport! It's totally confusing.
So there, basically I don't understand what's happening, I have exactly the same Blender versions on both the computers, I just would like to be sure that when I export an object from one computer, it can be rightly imported with the SAME axes and rotations on another computer.
Thanks for your help!