Working with a model in XNA, I find that it isn't, by default, the correct orientation. Using a rotation matrix on it is simple enough, but that tends to break things like Matrix.Forward, and certain shader code (like light direction). I found the following code in the FBX file, which I've been able to manipulate to a limited degree of success:
GlobalSettings: {
Version: 1000
Properties60: {
Property: "UpAxis", "int", "",2
Property: "UpAxisSign", "int", "",1
Property: "FrontAxis", "int", "",1
Property: "FrontAxisSign", "int", "",1
Property: "CoordAxis", "int", "",0
Property: "CoordAxisSign", "int", "",1
Property: "UnitScaleFactor", "double", "",7
}
}
What it's currently doing is making the model lay "belly up", so to speak. I'm seeing the underside of the model, when I want to be looking at the top side. I've attempted to change the different axises and axis signs, but no luck.
The reason I can't simply reexport it in blender is that I have to export with XNA strict mode enabled, or this particular model seems to fall apart. Strict mode forces a particular rotation, so changing the axes in the export menu doesn't do anything.
What property can I change (or add) to achieve what I want?