Setting pivot point for door animation
I've had huge problems with all of my doors. I could never set the pivot point as I wanted to in Blender, it just resets if it's being imported in UE4. The problem is that the animation of a door doesn't work properly if the pivot point is for example in the middle of the door. It should be at one of the lower edges of the door of course, so that the rotation looks as it should. In my case, the pivot point is on the wrong side and the door therefore rotates in the wrong direction...
I have tried to animate the door with the SetActorRotation function and with Matinee, both have the same result, because the pivot point is on the wrong side. Even if I set it in the level it takes the origin pivot point for the animation. What can I do?
Thank you for any help
asked Jun 10 '16 at 06:42 PM in Using UE4
When your in blender
Make sure that your in Object mode, and then set the 3D cursor to Center (Shift - S for popup)..
Then adjust the mesh to the where you wish the pivot to be in relation to the 3D cursor. So if you want it on the left side (assuming your looking at the front face of the door), set the left side to be on the 3D cursor.
When you have the object positioned, then click on Set Origin (it's over on the left side, for a generic install of 2.77), and choose, Set Origin to 3D Cursor.
Now when you do the FBX export, be sure to set forward Axis to X and the Z axis for up.
That should do it for you, and if the X axis comes in inverted, just reexport and set the forward axis to -X (negative X), and do a reimport, and you should be good to go.
So you can basically set the pivot point (or origin) to any place you wish.
Hope this helps.
answered Jun 12 '16 at 08:20 AM
I don't use Blender myself, however when I'm exporting from Maya the pivot in UE4 tends to be 0,0,0 in Maya. So the dead center of the grid is where the corner of the door should be.
Alternatively inside of UE4 you could make a blueprint and give it a SceneComponent as a root, then add the StaticMeshComponent under the SceneComponent, and move the corner of the StaticMeshComponent door so it sits on the SceneComponent. That way the SceneComponent will rotate and be aligned with the corner of the door, rotating it along with it.
One way to permanently change the pivot point is to create a blueprint and align your Actor relative to origin. The origin will be the pivot of resulting blueprint.
answered Jul 09 '16 at 10:06 AM
There are many users facing the same problem but I think there is a solution for this problem within the editor itself.
There is an option in import FBX options under mesh ' Transform Vertex to Abs.....', un-check this and your mesh's pivot will be at its position.
try this, I hope this will help.
answered Jul 22 '16 at 05:05 AM
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