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Files (in my case sourced from CAD) look ok in 3d Studio Max and Unity, but in Blender, all transforms and origins are wrong (it looks exploded, basically).

I've found two people with the same problems here in the past, but no definitive answer:

Objects transformations wrong when importing from 3ds

FBX export from 3DS Max 2017

Edit: Found another similar question, which I'm guessing this is part of the same issue...

How do I successfully Import a humanik Maya character via FBX

Also, Blender is probably aware, since there's an import option labeled !EXPERIMENTAL! apply transforms, but it doesn't work on any file I tested.

And for the record, Unity imports all these FBX files just fine, and Autodesk's own FBX Converter tool also views these files just fine.

Max on the left, Blender on the right

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  • $\begingroup$ This is a common problem with exporting/importing models from one program to another. It depends upon program used for modeling (origin of model) and program used for importing. It is also greately affected by how you created the model in its origin program, and you have to instantly adopt it for exportation into another. I had many problems with this topic in the past, so if you could upload your file, I can take a look at what the problem is and what can be done. It is simply impossible to answer you before looking at the model. Thanks in advance. $\endgroup$ – Ivan Tahlin Jun 8 '17 at 18:59
  • $\begingroup$ As I said, Unity and the official FBX Converter Tool do not have these problems, so it's an issue with Blender's importing implementation. Bug filed here: developer.blender.org/T51807 $\endgroup$ – eobet Jun 20 '17 at 9:44

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