Pivot Painter is a SOP that stores model pivot and rotation information in the model’s vertex data and additional UV channels. That information can then be referenced inside of Unreal’s shader system to create interactive effects. This tool is specifically built to work with the material functions provided by Epic Games in Unreal Engine. It is however possible to use this encoded information in other engines such as Unity, since it uses common attributes. https://docs.unrealengine.com/en-US/Engine/Content/Tools/PivotPainter/index.html
Data Packing Method
This menu determines if the tool should encode PivotPainter information in the default way, or based on a custom configuration.
Layout Lightmap UVs
This forces the tool to automatically generate Lightmap UVs based on the primary UVs.
This controls the padding applied to the Lightmap UVs while they are laid out.
The attribute components used to encode Pivot Position.
The attribute components used to encode the Forward Axis.
The attribute component used to encode a random value.
The attribute component used to encode the Motion Mask.
Leaf Pivot Position
The attribute components used to encode the Leaf Pivot Position.
Branch Pivot Position
The attribute components used to encode the Branch Pivot Position.
The attribute components used to encode the Branch Angle.
This toggle enables/disables the use of vertex colors for the motion mask of the object.
This menu allows you to control if you want the tool to try and generate pivot positions, or if you want to use your own.
The primitive group containing the branches geometry.
The primitive group containing the leaves geometry.