reepblue Posted April 27 Share Posted April 27 The selection seems to treat the center as the origin. This isn't ideal for prop design. test.zip On first import it looks fine: On selection: This can make it difficult to align props like doorways, crates, and others to the floors and other surfaces. 1 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
reepblue Posted April 27 Author Share Posted April 27 Update: This has to do with FBX to MDL conversion. If you save the model as a gilt then to a MDL, it's fine. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted April 29 Share Posted April 29 It's because the FBX file has a child. When multiple objects are selected, the gizmo is placed in the center of the selection bounds. The parent model's pivot is still in the right place. The logic to handle this in an intuitive way is a little tricky. Let me think about this... Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Josh Posted April 30 Solution Share Posted April 30 Fixed 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.