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How to import mesh with the pivot point at the same place that was in max

Hi, I was wondering if there is any way to import meshes in EU4 with pivot point in the same place that has the exported mesh (.FBX) Always the position of the pivot point is in the center.

My mesh in 3ds max with pivot point right alt text

In UE4 alt text

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asked Jul 28 '14 at 02:43 PM in Using UE4

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Arjonilla
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avatar image tensioncore Mar 31 '15 at 05:53 AM

Would it be possible to attach another Mesh object to the base mesh object through blueprints and design your 3d model offset from center of its origin that way the origin in UE4 would be correct and could you then use blueprints to control the movement of said pivoting object?

avatar image Tim Hobson ♦♦ STAFF Mar 31 '15 at 02:28 PM

That would work or using a dummy object that the mesh can be parented to would work as well.

avatar image spyro May 21 '15 at 08:44 PM

I have the same problem. As the pivot point is wrongly imported (or ignored at all) many of my meshes are now wrongly placed or don't fit at their attach points.

3DS (center of the object):

alt text

UE4 (slight offset in direction of X):

alt text

Because of this, some wheelsets are now wrongly attached to my car (to much inside the body).

avatar image Arjonilla Jun 03 '15 at 09:32 PM

Hi, wow, one year with this issue unsolved. I think is very important thin to be consider in your new update because that is a very basic tool for improve any workflow.

Any big company miss it?????

avatar image Arjonilla Jun 03 '15 at 09:33 PM

Hi, wow, one year with this issue unsolved. I think is very important thin to be consider in your new update because that is a very basic tool for improve any workflow.

Any big company miss it?????

avatar image Rippster Sep 03 '16 at 06:39 PM

Hey guys any word on when this will be placed in the engine. It would be nice to build everything with in a Maya or Max and import everything without having to worry about pivots. Its kinda important. Im surprised that that so many people want this and even after 2 years its still not in the engine.

avatar image cc2_rgb May 14 '18 at 03:51 PM

Has this been fixed yet?

It's a nightmare to have to place all of the modules of a buidling kit to 0,0,0 just for the export all of the time.

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6 answers: sort voted first

Hey guys any word on when this will be placed in the engine....

This is already in the Engine, check the 4.12 https://www.unrealengine.com/blog/unreal-engine-4-12-released release notes for New: Full Scene Importer. It's not perfect, but it's definitely there. You only need to use Pivots when you want to define the origin of the mesh - No way around that.

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answered Sep 03 '16 at 08:56 PM

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aWinter
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Hi, just wanted to update and let you know that I have a plugin done now that retains pivot point locations. You can check it out here:

link text

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answered Oct 24 '15 at 09:35 PM

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grizly32
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its rediculous

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answered Feb 07 '17 at 08:22 AM

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soyouare
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Hi Arjonilla,

This is currently not possible. This has been submitted as a feature request, but there is no timeline for when this will be implemented into the engine.

Centering the mesh pivots at the world origin in Max is still the recommended export method.

Thank you!

Tim

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answered Jul 28 '14 at 09:27 PM

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Tim Hobson ♦♦ STAFF
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avatar image Arjonilla Jul 29 '14 at 05:29 AM

Thanks a lot Tim, but this is a problem with a lot of meshes in the same scene in max. Many diferent objects, many diferent layers in max to control it, is annoing.

avatar image KillerSneak Mar 08 '15 at 01:47 PM

Any news on this? As this is an major issue that is still present in 4.7.2.. The simplest of things are made more difficult because of this..

Making a door open / the top of a loot chest etc..

avatar image Tim Hobson ♦♦ STAFF Mar 09 '15 at 03:29 PM

I understand the frustration, unfortunately there are other priorities at the moment that take precedent before this can be worked on There is no update at this time though.

avatar image spyro Jun 03 '15 at 08:38 PM

Opening and closing car doors, boot lids, hood etc. was also no fun at the moment. I had to recreate everything after importing to UE4.

avatar image GeoffCoope Apr 28 '15 at 05:20 PM

Any news on this? Importing meshes from 3DSMax is a real pain as you have to re-build it again in UE4 aligning each object to where it was in Max.

avatar image Tim Hobson ♦♦ STAFF Apr 29 '15 at 12:44 PM

It's logged with UE-945 as a feature request, however, this is still backlogged though.

avatar image AlexW88 May 20 '15 at 11:14 AM

Is there anything we may do to increase the priority of this request? It appears there are quite alot of people (e.g. the trello item has quite some votes even if the description is very poor) waiting for this feature.

avatar image Tim Hobson ♦♦ STAFF May 20 '15 at 01:04 PM

The way we increase the awareness of what the community would like is by adjusting the community interest in our ticket for this feature based on people bringing it up along with Trello to allow users to vote on what they would like to see. While this gives a good idea of what the community would like to see it does not mean that it will take priority over other tasks that have been planned by that team of developers.

For features, such as this one, it's best to post in our Feedback section so that others in the community can jump in and discuss as well. :)

avatar image Arthur Khusnutdinov Jun 03 '15 at 04:19 PM

Any news? Is it possible now in 4.8 change coords of the pivot point?

avatar image Tim Hobson ♦♦ STAFF Jun 03 '15 at 05:21 PM

Hi Arthur,

There is no update at this time as it is still backlogged. There is no eta when this will be implemented unfortunately.

avatar image GeoffCoope Jun 18 '15 at 06:36 PM

Am I missing a workflow technique or are you all describing what I am experiencing here?

How for example could I import a watch model, or a car model, or anything that isn't a single mesh but an asset made of many parts?

UE4 imports the FBX file but then separates out each single object as a separate asset!!. That would take ages to rebuild a car model in UE4 when it is already perfectly arranged in the FBX file.

I just tried this in Unity and it imports the model including linked hierarchy, pivots in the correct place as it is in the FBX file so what am I doing wrong in UE4?

avatar image Tim Hobson ♦♦ STAFF Jun 18 '15 at 06:43 PM

This is what the feature request is for. The FBX file imported into UE4 does not store the individual mesh pivots as of yet. It's planned, but it may be a while due to other priorities.

avatar image GeoffCoope Jun 18 '15 at 07:01 PM

Hi Tim, thanks for fast response. I'm quite amazed this expected behaviour isn't one of the highest priorities. Anyway, thanks for letting me know. Oh, is there an up-vote system where I can vote on this?

avatar image GeoffCoope Jun 18 '15 at 07:15 PM

I see Trello is being abandoned. But feedback can be posted on the forum here for those that want to push this. https://forums.unrealengine.com/forumdisplay.php?24-Feedback-for-Epic

avatar image Tim Hobson ♦♦ STAFF Jun 18 '15 at 09:58 PM

Trello hasn't been abandoned. It's updated with the tasks that are being worked on, researched, or that are planned, but backlogged at the moment. For upvoting anything on the trello board you'll need to create an account and log in.

While this is a high priority for a section of the user base (myself included), there is other areas of focus that the tools team has prioritized before this. I always urge anyone to leave feedback on the features they want or thoughts they have in the Feedback section. This is reviewed daily by the support staff along with other developers here at Epic.

avatar image GeoffCoope Jun 18 '15 at 10:43 PM

Ah my bad, I was on the Trello Marketplace UE4 board, I think that one is being discontinued based on the notice, Right, I have found the right one now and voted on the Tools column for FBX import. Cheers

avatar image Tim Hobson ♦♦ STAFF Jun 19 '15 at 12:49 PM

Right, that one is going away. For anyone else that may want to join in on the UE4 Road Map Trello they can go here: https://trello.com/b/gHooNW9I/ue4-roadmap

avatar image grizly32 Jul 16 '15 at 04:02 AM

Hi, I just wanted to say that I am just about done with a plugin that will help with this problem. Right now it imports in the fbx file and retains it's original pivot point. I also have a second part that has a blueprint construction script that rebuilds the individual static meshes into the original fbx...with everything positioned and parented correctly. I hope to have it done this weekend. :)

avatar image AlexW88 Jul 16 '15 at 05:59 AM

Sounds great grizly32! The absence of this simple "feature" is really unacceptable in a product like UE4.

avatar image GeoffCoope Jul 16 '15 at 09:41 AM

Lookng forwards to that grizly32

avatar image BubuElEngino Sep 05 '15 at 05:46 PM

Hi Grizly, I'm very interested in your plugin, is it available ?

Thanks

avatar image NuKeR2k Aug 26 '15 at 10:57 PM

How big studios handles this issue? I can not imagine that they will reassemble complex meshes twice. For me, as a layman, it should be a core feature..

avatar image rotwang Oct 09 '15 at 06:20 PM

Feature Request: Setter & Getter for at least one pivot point per static mesh.

avatar image hlx Nov 25 '16 at 10:00 PM

Still nothing planned in the incoming ue4 versions (4.15 or .16) ? This workflow is totally insane, please add a real support of the Fbx file like unity does. Regards,

Hlx

avatar image Tim Hobson ♦♦ STAFF Nov 26 '16 at 03:37 AM

@hlx

Please read the accepted answer. It has been in for a while now. :)

avatar image soyouare Feb 07 '17 at 08:36 AM

Have UE4 solved this really usual problem now? It makes many people crazy!

avatar image Tim Hobson ♦♦ STAFF Feb 07 '17 at 03:16 PM

@soyouare

So crazy in fact that we actually fixed this back in 4.12 in spring of last year. :)

Just use the Import Option for Transform Vertex to Absolute and make sure it's unchecked.

avatar image hitarth1994 Mar 22 '17 at 11:59 AM

Hi @Tim and @soyouare,

Sorry to bring back a Necro-Post. I saw and also tried your answer. but without any Succes ON UE4.14.2.

Import Settings

Import Settings

Pivot in Max Max 2014

Pivot in UE4 UE4 Result

Thanking, Hitarth

avatar image Artemcg Jun 26 '17 at 08:05 AM

removed this option Transform Vertex to Absolule when you import, and Pivot correctly in its place initially in 3d max,successalt text

avatar image hlx Nov 27 '16 at 07:49 AM

Hi Tim,

I don't know what you refer about accepted answer but if it's about the Full Scene Importer feature, the workflow is a little bit better when dealing with actor's hierarchy but there is still the same issue : transform gizmo ignores local rotations of each component when set to local mode. There even an official UE issue tracking tagged as unresolved that relates this problem (https://issues.unrealengine.com/issue/UE-34494). So, this lack of UE feature don't allow the user animating any actor's hierarchy (in the sequencer for example) as in Unity. This workflow would make UE more User Friendly. Thanks,

Regards

Hlx

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I saw it in another post, move the pivot (in max) to 0,0,0 to me I worked

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answered Oct 03 '17 at 09:20 PM

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JuanF10
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Yes moving the pivot, in Blender, to 0,0,0 worked for me as well!

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answered Dec 02 '17 at 02:14 AM

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pyrolite90
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