I’m editing a model I received (in LWO format). When I first opened the file, the model was a single mesh and was rotated 45 degrees. So rotated the entire model, then broke it into the necessary pieces in mesh mode. Next I used Transform -> Object center -> Cursor to move the new object’s pivot points. In Blender everything looks perfect. But when I import the mesh into my game engine all the pivot points are rotated 45 degrees? Any ideas what’s going on and how to fix it?
Have you tried Ctrl-A (apply scale/rotation) after you got rid of the 45 degree rotation ? Just rotating them to align to Blender’s View ports won’t get rid of the original orientation unless you Ctrl-A the mesh/objects . You can easily check if the objects still have the 45 degree rotation by pressing N in Object Mode and opening up the Transform Properties window . You shouldn’t have any rotation values if the objects are oriented properly .
you might have already tried to apply size and rotation (“ctrl a”) before you export?
That was it! I wish there was a visual indicator in Blender what the object’s rotation is. If you don’t check the transform window, you wouldn’t notice the axis are messed up until after you import it.
I’ll try to remember this one for next time. Thanks very much!!!
I wish there was a visual indicator in Blender what the object’s rotation is.
Object Buttons (f7) -> draw panel -> axis
GreyBeard
Wow, that’s very cool. I can display the axis for each object, great! Thanks GreyBeard!