Pivot Point export prob
Ruphuss
Posts: 2,631
after having exported a prop with pivot point at the edge like a door
ue4 sets it back to the middle no matter what
changing the pivot point in unreal editor has no impact on blueprint rotation
it always rotates from the center
is there a way to keep the pivot point where it schould be: at the edge/corner ?
Comments
I'm actually having trouble finding a door where the pivot isn't at center for testing. A lot of them have the mesh pivot at center, then use a bone to offset them. What you want to do is move the door in Daz Studio so the origin in the viewport is at the pivot point you want, then it should transfer over with the correct pivot.
you probably need to parent the door to a helper object, I am not clever enough to do stuff with Blueprints but if you have an existing one you could parent it to whatever it turns and hide that
thats what i did
but unreal changes that back to the center
you can also change the pivot point in unreal and safe it to pivot offset but as soon you use a rotator in blueprinting it will use it from the center
Does the door have a bone on it?
Are you exporting as Static Mesh or Skeletal Mesh?
no bone
static mesh
found out myself how to do it
change the pivot point with joint editor
then set this pivot point of your object to daz world zero: this will do the trick
export
this way the pivot point will stay where you put it
add a rotator to your actor and enjoy
Good to know. Thanks for letting us know the solution.