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[Solved] when exporting as fbx a retopo model the pivot has an offset (a big one)


ozukaru
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Assuming that the pivot should be at the origin in 3d-coat for a retopo model, why the pivot has been displaced when imported into 3ds-max or UE4???? 

I even tried the y/z swap but that does not seem to be related. Attached some images to clarify.  (I would hate to be importing to 3dsmax just to adjust the pivot since UE4 does not allows to adjust it in editor, for me the ideal workflow for static meshes would be avoiding to use 3dsmax.), as usual I dont know if this is a bug or Im doing something wrong or missing a step, Thanks. 

 

Note: I intentionally in 3d-coat put the model in the upper right quadrant in order to leave the origin/pivot in the left bottom corner, the pivot in the corner is to help snapping in ue4. 

post-1920-0-91281500-1444773101_thumb.pn

post-1920-0-20215800-1444773116_thumb.pn

post-1920-0-36081200-1444773121_thumb.pn

post-1920-0-67926800-1444773127_thumb.pn

Edited by ozukaru
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