Hi,
I am exporting objects from Houdini to Unity with the fbx export rop and I can't seem to get my pivot to export correctly. Is the fbx rop correctly exporting the pivot to unity? In Unity it shows the pivot to be at the origin.
I've tried setting the pivot on the top level of the obj scope as well as inside the obj scope on a transform sop. Neither seem to be doing the trick.
thanks,
Jason
FBX pivot to unity
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- trojanfoe
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Did you find the solution to this as I am also having this issue. I have scaled the geo x100 using a transform (as it imports too small) and then used freeze-xform (another transform node) and the pivot is bottom/centre in H16 as I want, however it gets imported in the centre within Unity.
Can anyone help?
Can anyone help?
Edited by trojanfoe - March 14, 2017 08:45:58
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It's not you, it's Unity. By default Unity uses centered pivot for gizmo position rather than the pivot baked into geometry.
Long story short, your world-origin of an object will be the world-origin for that mesh in Unity, but you have to “Toggle Handle Position” from “Center” to “Pivot” in the editor, to use it.
See
https://docs.unity3d.com/Manual/PositioningGameObjects.html [docs.unity3d.com]
“Gizmo handle position toggles”
Long story short, your world-origin of an object will be the world-origin for that mesh in Unity, but you have to “Toggle Handle Position” from “Center” to “Pivot” in the editor, to use it.
See
https://docs.unity3d.com/Manual/PositioningGameObjects.html [docs.unity3d.com]
“Gizmo handle position toggles”
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