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Maya Users - floating point precision

bpears
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bpears polycounter lvl 4
**Does position(transform/translate) matter in Unity, as long as you have the pivot placed correctly? Will Unity go by that if you for example set the object as a target, it will travel to the mesh, and not the transform?**

If not, how can you make an objects WORLD position true to its pivot point in world space? - In Maya

For example:
An object is created at 0,0,0. Then moved somewhere else, then position(translate/transform) is modify->freeze, it now has position of 0,0,0 even though the mesh is not at 0,0,0. How could you tell it's position to reflect its actual position; the actual position of the mesh, with a centered pivot?

Replies

  • Farfarer
    Inside of Unity, you can't really do that easily.

    You CAN get Unity to move the vertices of an object so they're centred on the origin, then move the object that distance away so that it's visually in the same place except that the transform position is now centred on the mesh.

    Setting anything as the target, it'll use the Transform of the model (i.e. set the widget to be Local rather than Global and wherever the move widget is is wherever Unity considers the model to be.)
  • bpears
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    bpears polycounter lvl 4
    Oh, ok, so as long as the pivot(movetool) is in the center of the mesh - in Maya, Unity will use that point in space rather than whatever the transform may be?

    Because in Maya, you can move the pivot to where ever regardless of the transform/translate.
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