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Collider on Bone changes Bone Origin/Pivot
I am making a very simple tank vehicle and have rigged it up in Cinema 4D R14.042 with 3 bones.
I have added it to my unity project and everything imports correctly. Since the colliders need to move when the turret and barrel move, I have attached a box collider to the body, turret, and barrel bone. This in turn changes the origin of movement for my turret so when I rotate it it does not correctly rotate about the turret middle (see image)
How do I get colliders that move with the bones/mesh but also maintain there original origins so that programmatic animation is correct?
Edit: The selected answer was the solution but I have just come across this great video on creating custom pivots and thought I would share: http://cgcookie.com/unity/2013/05/14/creating-custom-pivots-in-unity/
Answer by Benproductions1 · Jul 24, 2013 at 05:27 AM
Hello,
Top left of your screen you can see a pivot button. This changes the pivot in Unity from the centre of the object (calculated from colliders) or the position of the object.
Hope this helps,
Benproductions1
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