How to use a local axis on an imported mesh?
I setup a local axis on a mesh in 3ds max I would like to animate in Matinee (see image). When I import this mesh in UE4, I can use only the global axis. What is the best way to get the local axis for my animation?
asked Jan 26 '15 at 05:49 PM in Using UE4
UE4 will not respect the local axis that was from any modeling program. The pivot is overwritten by the world origin. This is why it's recommended when exporting your mesh from Max or any other modeling software where you want the meshes pivot to be at the world origin (0,0,0).
This feature has been requested and for using the pivot from the modeling program vs one that is created on import, but that there is no timeline for when/if this would be added.
answered Jan 27 '15 at 05:44 PM
Tim Hobson ♦♦ STAFF
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