Why is the pivot shifted a little bit after export from PhysX Lab
I have a .fbx mesh that im trying to convert to an .apb destructible mesh with PhysX Lab. After importing my mesh into PhysX Lab, the pivot is shifted to center (not exact center) in UE4.
When I import .fbx mesh from Maya into UE4, the pivot position hasn't changed in UE4.
asked Jan 14 '16 at 12:09 PM in Using UE4
Using your description I tried to reproduce this with a simple box asset that has the pivot at the center of the base. I'm not seeing the same results you've described. I used my older version of PhysXlab 1.3 and the latest version of 1.3.3 (11/2015) that was available in their downloads section.
Have you tried using the PhysxLab DCC plugin for Maya to see if that solves your issue? Currently I'm using 3Ds Max, but if you wanted to upload a test FBX that reproduces this I could have a look to see if I can see any inconsistencies between current and previous version of UE4 to rule out that as a possibility. If it's something you feel is wrong wtih PhysXLab you'll want to report this on their forums.
answered Jan 18 '16 at 07:25 PM
Tim Hobson ♦♦ STAFF
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