x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Imported assets lose pivot point

When I export an asset the pivot point is centered, but when imported into UE the pivot point is sometimes so far away it is difficult to move, scale, and rotate accurately. Is there something in UE to compensate for this.

thanks,

Product Version: UE 4.8
Tags:
more ▼

asked Jul 07 '15 at 07:08 PM in Using UE4

avatar image

jlnsvfx
46 4 6 9

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Hey together,

faced the same problem and found out that you can maintain the original pivot.

You just have to either use "Import Into Level" from the file menu or UNCHECK the "Transform Vertex to Absolute" checkbox in the import window. The first method will actually also place the objects into the level at the right positions. the second method is doing the "zero-out" step which you would do in your 3D software but also keeps the pivot at the right position.

more ▼

answered Mar 20 '17 at 02:26 PM

avatar image

jwtrp
56 2 5 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

UE4 does not use the pivots of the mesh itself from the FBX import. It will use the world origin (0,0,0) for it's pivot. It's necessary, at the moment, to move the mesh to the world origin before exporting. The request has been entered for the FBX to honor the meshes original pivot on import, but there hasn't been any word on when/if this will be implemented.

more ▼

answered Jul 10 '15 at 06:38 AM

avatar image

Guigsy1865
643 20 9 31

avatar image Marco.Koepe Jul 22 '16 at 09:00 AM

This a really anoying issue and cost a lot of time. We try to use Unreal as a simulation environment to visualize complex kinematic behaviour of the machines and plants we are building up in our company. So far we are using Unity coupled with the real PLCs and our logic simulation. Unity does not touch the pivot points so we can quite simple modify the pivots inside 3DS Max with high accuracy. This workflow also works for other Simulation environments we are using cause all of theses programs are never touching the pivot points. Can you explain the necessity to put the pivot to the origin? I can't image that someone is convinced this could be a useful feature of a production pipeline. This is rather a bugfix than a featurerequest.

btw are there any news regarding the "feature" one year later?

avatar image outtoplay Aug 05 '16 at 02:33 PM

This seems like a 'no-brainer', not some casual, arbitrary request. If Unity can technically leave an object's pivot points in-tack, why for heaven's sake would this not be possible in UE4?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question