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Pivot point of rigged mesh is wrong
When i Import my FBX file, the pivot point of each rigged object is not right. they are all on the 0.0.0. Position. In Maya everything is allright (in center of each object). I also canged the tool handle to pivot point. How can i fix that? Non rigged mehses are fine. When I import the wrong-pivot-objects unrigged, they are also fine.
Answer by ScroodgeM · Aug 06, 2012 at 11:00 PM
btw you should fix it in 3d app. unity3d shows pivot at it's center if 'pivot' tool enabled. so if pivot is positioned incorrect - this is export or geometry edit mistake. look for somethink like pivot tool in maya
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