I haven't figured out the exact math/science behind it, this is as close as I get and it works 99% of the time. If you want the corners to touch, I just use the symmetry modifier, with the pivot in the inner corner.
You can place a simple bone and rotate that bone within Unity. You could also rotate the object itself around it's pivot, just make sure it's a seperate mesh. There's a LookAt command within unity.
For starters just stay away from modern choices like OTS camera and you should be fine. Classic character-pivoted camera is more than likely the biggest initial step you need to make.
How I did it, I had the mesh original mesh centered around 0,0,0, I extracted the part that needed duplicating, I used 0,0,0 as the pivot point, and just rotated around there with rotational snapping.
a tank can turn 360 without moving so you could drive straight in and then just pivot in place, sure the shed may even be a bit small for even that, but i dont find it all that unbelievable
Im having a problem with object paint. Im making some leaves and such, but when i paint them on a branch, they are allways a bit offset. Alot of them are still floating and not attached correctly into the branch. Pivot points are at the bottom and where they should be.
Hi there, As my first post around, this is my W.I.P. Pokémon Trainer fan-art for C&C. Any comments and critics will be more than appreciated. Milotic, Vaporeon, Vivillon, Me, Dragonair and Mienshao. Hope you like it :)
Max works like how you want it to. I think you are looking at the local coords and not world. Just change it back to the default of "view" or "world" and you'll see where the objects pivot point is in relation to the world coords.
'Joint', is just a Maya descriptive term denoting a 'pivot point' so might be helpful to clarify what you're using to rig the model for more specific advice. edit: Curious, if your base meshes are parented too the individual bones?
I was wondering how the pivot gets adjusted or the XYZ position in Maya vs the Z up configuration. I wanted to avoid having to move anything in Unreal once exporting to Maya to upres the BSP and then re-import to UE4.