In our current project we have buildings exported and linked to the buildings in max are door’s that have pivots placed in the hinge of the door. However once imported from FBX into unity all pivots seem reset to the center of the mesh? Is there anyway to preserve pivots from Max?
Try pressing this button:
Was our programmers having the issue scripting the doors to move, but i guess there’s a way to use the real pivot from script ?
If the button isn’t pressed the pivot point is reset to the center of the object. If it is pressed the original coordinates are used.
I’m a little confused about this. Does that button affect pivots for scripting purposes, too? If so, shouldn’t it be something you can set individually for every mesh? I was under the impression that it was only for pivots in the editor.
It is only for the editor. the pivot point for scripting should always be at the pivot point set from the 3D app…
I’m not sure how Max handles pivot points, though - maybe there are some gotcahs?
So just to be sure…
Does pressing this change the transform?
If I destroy an object and instantiate an prefab from its transform, does this spawn point change if I was to hit the pivot button, and the pivot changes?
Or is it just for rotating objects into position in the scene view?
TIA
AC
EDIT> Oh I think I just got the answer from Nicholas’s post.