Hi,
I've set up a fence on a grid in Modo, but in UE4 the pivot doesn't rotate exactly from the edge of the board like I have it set up in my Modo file. I'm using FBX import settings from
this thread on the foundry, with -90 under roll and yaw import settings, however I'm using the modo FBX 2013 file without running it through the FBX converter as suggested in the thread.
I can't figure out what I'm doing wrong! Here are a few photos with the pivot shown in Modo, and the resulting issue when I try rotating fence pieces 90 degrees in UE4. Thanks in advance for any help!
Replies
Select the mesh/groups with the problems and hit 7 on the keyboard. In modo the traditional Pivot is known as a center.
Pivot - Center/Orientation of your current tool
Center - Center point of your mesh
FBX support is awesomely predictable.
+1
FBX works great here.
the pivot "issue" has been fixed btw with modo 801sp 3.
If you first set your center and then set the pivot, you will see that they are in the same position. Make sure your snapping with vert to your grid for accuracy.
In 801sp1 I had to move both the center & then pivot.
This will effectively fool the fbx export to think you are exporting from origo as the secondary offset position nodes are ignored. It does not work to just add a new zero node and place it before the other one, so I think in modos internals they're still integer based in the order they were added regardless of the order in the list, and it is the first one that counts for the export.