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3D model pivot before and after import
Hello
I am importing .FBX files from 3D Studio Max in to Unity 3D. In 3D Studio Max I have set all the models pivot to origo (0,0,0), but after importing to Unity the pivot point is in the modle center point. This is problematic, as my environment is compromised of multiple objects that need to be placed exactly using the same pivot point.
Is there a way to keep the object pivot as it is in 3D Studio Max?
Not a direct solution, but here is a scrip for resetting the pivot point:
Have you tried exporting all of the objects in a single FBX file, with their relative offsets from 0? I've found that when importing multiple objects together like this I can just drag them straight in to unity and the offsets and pivot points seem to work fine. But if they were all offset and exported individually as separate FBX files, Unity doesn't have a reference when importing them on how to align their origins.
I have not tried exporting all objects in a single .FBX file, but shall try it next. I will post here, if the results are what I am looking for.
Answer by Loius · Apr 24, 2013 at 11:56 PM
In the top left of Unity is a button which reads either "Center" or "Pivot". If it's Center, click it to change to Pivot.
Answer by DarkendXelo · Apr 24, 2013 at 09:36 PM
This is also something i am having an issue with, I am creating a modular set of pieces such as floor panels walls and corners.
As you have stated I also need my pivot points where I placed them in 3DSMax and yet when I export them the pivot data seems to get lost, and resets to center of objects messing the whole idea.
However there is a solution as I did a project the same way about a year ago, it was an earlier version of unity but I did find the correct way of importing.
If I remember it I will post it, and if you have found the solution also please post for other people and myself if i haven't figured it out.
This is not A complete answer but its another method i have just found that has eli$$anonymous$$ated my need for pivot points
By holding down the "V" key you can get vertex snapping mode whilst still holding down "v" select the Vert that you would have aligned your pivot to and then snap it to the location you want via another models Vert
the only downfall to this is if you wanted to rotate at that pivot point it wont help. hopefully this helps as i have tried everything i can think of so far to no avail.
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