That didn't appear to have the necessary information. Anyway after an hour or so experimentation I've managed to work out all the necessary steps to get it working. The fact that you have to select the axis itself rather than the rotation axis node was what was tripping me up. Strange that the don't have a one button…
I've read that meshes in engines like cryengine base their vert coordinates off of the pivot placement and in order to maximize accuracy the pivot should be placed around the center. Is this true for UDK? If I make meshes am I better off keeping them centered or should I be just as fine lining them up with the ground?
So there is a pretty big difference between a skinned and non-skinned mesh. So your test cube will need to be skinned to a joint in order for your testing to function. If it's a non skinned object, it will use the scene pivot as the objects pivot. Usually you have to move the object to the scene origin, export and then…
I'm currently making a big environment piece and my objects for some reason keep disappearing. I have all my pivots aligned in one place so I'm assuming the engine will not render the object if the pivots are out of sight? Is that how it works?
Ok, I'm probably just being dense but I'm having a serious problem with my model's pivot, it's alignment is totally wrong but if I try to correct it or if I export the model and import it into a different scene, the model get's utterly distorted even with "Affect Pivot Only" applied. Any help would be greatly appreciated.
Ok, not sure how I did this, but somehow I changed the pivot axis in mudbox on my object so it doesnt rotate normally now (it seems to have moved the pivot to a shoulder or something). I would like it to be in the center of the object that I am working on, but no matter what I do it will not reset to that. Any help would…
I do what passerby does, manually set my pivot point (hierarchy tab > effect pivot only) and snap to a vert, that was normally snapped to the grid. Then at export I use this script to move the object to 0 0 0, export and then it automatically moves it back to where it was in the scene.…
Hello. I would like to ask you for you help. I used a lot of Maya in previous days but right now I am switching to blender. I have difficulties with getting used to blender, especially pivots, snapping and aligning. Of course I am googling and doing my own shortcuts but it is still very confusing for me. Right now I am…
I was wondering if anyone knows of any Maya scripts to paint vertex colors procedurally. Similar to what Pivot Painter does: https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/PivotPainter/index.html I've found a couple scripts that do roughly the same as Pivot Painter but it's always Max scripts. Thanks!