Hello,
When I import a .3ds file (about 500k) to Unity3D, when I click on an object, the “center point” for that object is too far away (I mean VERY far – about 500 - 5000x the width of the object away.) Changing from “center” to “pivot” moves the grab location only a little and doesn’t fix the problem.
What’s going on? Is there any way to fix this?
I think the problem may be in the way the groups and meshes are “grouped” in the Hierarchy. See attached images for clarification. The mouse pointer indicates where the object should be.
Thanks for any help.
This happens to me too. Don’t know how to fix it.
I would suspect that you have vertices somewhere far away (due to a bug in Unity or because your mesh actually has them), but I’m not certain. Could you submit a bug with your mesh attached? And post your case number here.
I don’t know my case number, what is that?
The biggest issue here is if I want to resize an object from 1.0 to .8 for x, y, z, my object moves about 1,000,000 miles away, so every object takes about 30 seconds to resize and re-position to its original position.
This is hella annoying. Unity, please fix this!
3DS files are ancient and should really be avoided at all costs. If the 3D app you’re using supports FBX (or OBJ… better than 3DS) export than try using that and see if it helps the problem.
Also, as Paulius said, you might have some wayward vertices in your file that is causing the Center Pivot to be off.
I may have found a temporary solution.
Create a new object, drop it in your hierarchy next to the object you wish to resize. Drag the object to resize into your newly created object, then resize the new object, and voila, your object resizes without moving across the map!
I’ve had a similar problem with obj files from Strata 3D. Before I export the 3D object, I make sure the centerpoint (about which it would rotate in Strata 3D) is centered properly, then make sure the object is set dead center in 3D space in Strata (0,0,0). Some programs seem to export so that the centerpoint is always at 0,0,0, even if the object and its centerpoint isn’t at 0,0,0.
In blender press Alt+A and select All transforms…