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How do I change an Object's Origin / Pivot Point >?
Hi, I only have the imported models, and their origins, rotation/transformation points are off the mesh. So when in game I instantiate them, they spawn off center.
Is there a way to move the origin point?
I have tried making an empty object and then making the other one a child with respect to that, it works for positioning but I have raycasting so it doesn't detect the mesh anymore....
I would really like to know if this can be done in unity since, the models that I get are rather small, so even if they were properly centered in their original 3D program, once I scale it up, it may screw up again.
Thanks in advance.
No matter how small your objects are, if they're centered in your modeling app, they will be centered properly when you import them. Unity doesn't play with your pivot points as far as I know, even when you scale up your objects. Don't center them by hand because eyeballing it won't do. $$anonymous$$ost modeling apps (I use Lightwave) have a simple "Center" button that will automatically put the mesh in the absolute center of 3D space. I have a sphere in my game that grows, and as it grows, its pivot point remains perfectly centered, so I'm guessing it's a problem with your model's centering.
Do you actually have a 3d app or are you getting these models from someone/where else? and what format are the models in?
Yeah fixed it by using the original program. Reparenting doesn't quite work with my colliders, thats why I avoided using it.
Answer by kennypu · Jan 28, 2011 at 09:10 PM
i believe you just position the model at the origin in the modeller. so after you're done modelling, set the position to 0,0,0 and export it to unity.
That happens only if the object is flat (0 in the Y axis). If it has a Y value, with a Y position of 0, the middle of the object is on the Y axis.
Answer by Myth · Jan 29, 2011 at 01:17 AM
have you tried adding a collider to the empty object? - this wont be as accurate for collisions but is a possible solution