I'm experimenting with a "ship blowing apart" effect. I've chopped up the original object into some various pieces, with each piece being loaded into Cascade as a burst spawn with initial velocity and init mesh rotrate.
Looks pretty much like what I'm after, with the exception of the rotation of each piece as it tumbles away. You can tell the rotation pivot is not at the center of each piece. I'm assuming the rotation point is based on the 0,0,0 world location.
Is there any way to change that, by either the way I save the mesh pieces, or in Cascade itself?
Thanks
Replies
Ah, so my assumption was wrong. The rotation isn't based on the world center, it's based on the pivot of the mesh when it's saved.
Thanks!
As an FYI (this won't fix your problem in Cascade, but good to know), meshes placed in the world can have their pivots modified. Hit f4 to open the actor factory, go to display, then pre-pivot. I REALLY wish we could use this in cascade (are you listening Epic Games? )
Good to know, will have to experiment with that.
Hey, are you still working on that Beginner's Guide?