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pivot issue


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image.thumb.png.15ef1adf7c98fd475076551eef547b11.png

 

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In the Max program, the pivot position was made to be in the center of the panel,However, after import, pivots are created in the model's unintended position.

 

 

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The pivots of other child-models was well applied.

What is the problem?

Edited by dongju.jeong
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image.thumb.png.97c06fe9783aa857e0b9e7dc76dbc04d.png

 

In Unity, the pivot of the panel model is centered.

The panel is skinnedmesh.

In order to make the panel pivot in the center of the panel model in Unigene, what additional actions are required in Max program?

 

 

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Hi,

Followup question,

Is it possible to edit the pivot point in editor or using code?
For example to create a primitive cylinder and set pivot at the base.

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@dongju.jeong, thanks for the FBX.

The pivot was shifted because of the specific import algorithm for skinned geometry. Child nodes in this case always inherit pivot point from the parent. It can't be workarounded with this specific model. However, you can try importing these details as independent FBX files and build a single node from them.

We'll investigate possible improvements, thank you for noticing this issue.

@david.cambre, the easiest way to do this is by creating an additional dummy node as a parent. Translating and rotating this dummy will give you the same result as if you had shifted the real pivot.

Thanks!

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