Just bought it, can't wait to get the email and start using it, will save me A LOT of tweak-guessing pivots and eye-aligning things. Thanks for this awesome tool!.
The symmetry plane is placed at the center of the bounding box of the object, not on the pivot or origin when you export. We plan on improving this and give control over the offset of the plane.
For FYI purposes, FBX supports the Center as the pivot in UE4 correctly so there's no reason to do the "move the mesh to the origin before exporting" dance anymore. It "just works".
Yeah pivot painter or some Signed Distance Field thing are going to be the way to go for performance reasons. Looks good! I'd say it delivers the intended effect.
Have I seriously gone this long without even trying to manipulate bend's pivots? This might solve something I ran into a while back, thanks for the tip!
The tool is awesome. I love the reset xform, center to world and the pivot thing. Well a lot of it really. Just wondering, is there a "select every other loop" button?
I was wondering if it was possible to rotate a static mesh in UDK by a user defined amount(like in max). I'm looking to rotate around a central pivot at 30 degree increments, any ideas if this is possible? thanks
Looks nice. At export what are the models pivot locations? For instance using it in Unity. In the case of the fence, how would that mesh be broken up? Or is that a manual process?