Is there any way align the pivot point to the center of the object?

Hi!

I imported a model from max, and the pivot point is not at the center of the object. I can move it manually (MMB), but it’s very uncomfortable, and unusable. Is there any way to align it to the center of the objetc?

The pivot for models exported from max is always (0,0,0) so set the position of the model to 0 on all axes before exporting.

Thanks for the answer! But, what about, when I exported an animated machine with many objects and it’s in hierarchy?

How is it possible to build a scene with many components if we have to export each of them from 0,0,0. Do you expect us to move each component to 0,0,0 before exporting - how do we place them in UE if they all import at 0,0,0 and we have to manually take them apart and re-build the scene. That does not make sense.

This is the way games are built. It can be frustrating for those starting out, but it’s part of level design and the meshing process. There is a feature request in to have the FBX DCC import the meshes pivot with it rather than using the 0,0,0, world origin though. Until that is implemented this is how it’s done. :confused:

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It is awkward but that’s why it’s important when creating your meshes and building scenes in any 3D modelling software, you keep it’s origin and orientations in the forefront of your mind and build accordingly. Doing so will save you a mound of frustration down the road. It’s also easier to compartmentalize your assets, bring each piece into UE4 then build your scene there rather than build an entire world in your modelling software and import it as one big static mesh.

for a lot of us, we didn’t make the models and have no control over the center of the axes. and most models use the floor as vertical 0. i would try using the import offset transform in the lower part of the details panel on your model file. make sure to then click the reimport button on your button bar and that should re-align the axes for you. hope that helps :slight_smile:

Has anyone had issues using alt + middle mouse button to change a pivot point to 0,0,0? It seems like it might have something to do with grid snapping being set to a min of 1. Some sort of basic math issue. You can’t alt+MMB click on any location with 0 in its coords. It always just snaps to 1 or -1. I’ve even tried changing an actor whose pivot is set to 0,0,0 by default to something else, and if I lock the pivot position with “Set Pivot Offset Here,” I can’t change it back to 0,0,0. That’s either kind of a fundamental problem, of I’m missing something. Hoping someone can let me know either way.

uhh/// OR you (in 3D Package) could:

  1. create dummy obj at world center, (0, 0, 0)
  2. Then select all objects,(wherever they are in the 3D scene), and without moving the objects, Align just there Pivots (all at once), to the center dummy.
  3. Then whether you import multiple FBX’s into Unreal all at once, in a big file, or even one at a time, everything will stay/go exactly where it is supposed to in Unreal.

ALSO: (I will test this later) BUT I suspect if you do this procedure above, you can perhaps fix the pivots with below:

  1. back in 3D package UNDO your ‘center every pivot’ command (or reload your scene)
  2. Then export and save OVER the previous FBX.
  3. In Unreal right click objects (or groups? multi-selection?) and select: "Re-import’.

I kinda feel objects will re-import the model, where they already are in 3D space in Unreal BUT with centered pivot, because it’s like a ‘change’ ?? I have to go try this now :slight_smile: LOL!

Either way, the first part is a way to have all non animated objects, pros, sets and scenery, come easily into Unreal IN PLACE / IN SITU… Easy enough to place the few animated objects or things that rely heavily on Pivots being Centered or whatever,…

I can’t get any help here doing a simple BOUNCE in my VR game, after asking for 7 months. So I am having to SHELF my 95% finished Zero-G VR game that puts ‘Lame Echo’ to SHAME,.
PLEASE NOTE: I am still willing to help others even if I have never GOTTEN ANY HELP, MY POSTS AND QUESTIONS REMAIN UNRESOLVED.
If what I have said above all works, it is a GAME CHANGER procedure. So, If you know Blueprints well and know how to tell Unreal to simply BOUNCE IN THE CORRECT DIRECTION (that is all I need,) THEN PLEASE HELP ME BACK! RESCUE MY GAME!

:hot_face:

The ANSWER is the import settings in Unreal. When the FBX Import Options window shows up, Uncheck “Transform Vertex to Absolute” This should make it so you can Check "Bake Pivot in Vertex.

I can see uses for both, but the person as well as I want specifically to not move the model to origin so this solution should be mentioned.

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Its so frustrating that the simplest task is not a feature. I just want to select the objects and make “set pivot point to center of objects”. I don’t get why thats so complicated in Unreal

Click on object > switch from select mode to modeling mode > go to transform or XForm tab > edit pivot > center