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3dmodeling:change-pivot-point

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3dmodeling:change-pivot-point [2021/07/05 14:54] – created pmania3dmodeling:change-pivot-point [2023/06/12 09:20] (current) – [Part 2: Change the Origin] pmania
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 Unreal Engine 4's TeleportTo Function, which uses the bounding box origin and pivot point internally for collision checking translations. Unreal Engine 4's TeleportTo Function, which uses the bounding box origin and pivot point internally for collision checking translations.
  
 +Here's a link to a video, showing the process:
 +{{ :3dmodeling:tutorialvideoboundingboxcenter.mp4 |}}
 +
 +Otherwise you can also follow the text blow.
 ===== Part 0: See which Unreal Object to fix==== ===== Part 0: See which Unreal Object to fix====
   - Open up your UE4 Project   - Open up your UE4 Project
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 it does need to be fixed. it does need to be fixed.
  
 +{{ :3dmodeling:fnklckcaklonkpoc.png?direct&400 |}}
 ===== Part 1: Export Object out of Unreal Engine 4===== ===== Part 1: Export Object out of Unreal Engine 4=====
  
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 =====Part 2: Change the Origin===== =====Part 2: Change the Origin=====
 +(Check the video on the top of this page for a walk-through)
 +
  
   - Open up Blender, removing the Default Cube.   - Open up Blender, removing the Default Cube.
   - Import the .fbx file either by...   - Import the .fbx file either by...
-  -  ... using the "Search Menu" shortcut and typing in Import, selecting .fbx from the result.+    -  ... using the "Search Menu" shortcut(key "F3"and typing in Import, selecting .fbx from the result.
     - ... going to File>Import>.fbx and importing your .fbx this way.     - ... going to File>Import>.fbx and importing your .fbx this way.
   - Click on your newly imported asset to select it.   - Click on your newly imported asset to select it.
-  - Press "." and press on Bounding Box in the upcoming Menu. +  - Press "." and press on "Bounding Box Center" in the upcoming Menu. 
-    - Alternative is using the Search Menu, typing in Bounding Box, and clicking on that instead.+    - Alternative is using the Search Menu(key "F3"), typing in Bounding Box, and clicking on that instead.
   - Go into Edit Mode, default using the "Tab" Key, pressing "A" to select all the faces.   - Go into Edit Mode, default using the "Tab" Key, pressing "A" to select all the faces.
   - Press "Shift-S", selecting "Cursor to Selected" putting the Cursor to the Center of the Bounding Box   - Press "Shift-S", selecting "Cursor to Selected" putting the Cursor to the Center of the Bounding Box
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     - ... Pressing Object>Set Origin>To 3D Cursor in the Top-Left of the Screen Port.     - ... Pressing Object>Set Origin>To 3D Cursor in the Top-Left of the Screen Port.
     - ... using the Search Menu typing "Set origin" and selecting "To 3D Cursor" from there.     - ... using the Search Menu typing "Set origin" and selecting "To 3D Cursor" from there.
 +  - F3 - "Cursor to World Origin"
 +  - F3 - "Selection to Cursor"
   - After this it's done and you can export it!   - After this it's done and you can export it!
  
3dmodeling/change-pivot-point.1625496847.txt.gz · Last modified: 2021/07/05 14:54 by pmania

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