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