Open jerobarraco opened 10 months ago
Trying to implement this now, I am thinking of putting this in the 'move' tool, so we can set it when we apply rotation or scale. Would that work for your use case or you had something else in mind?
Hmm i'm not trying to move it. let me explain: I'm making these characters (and other composite objects) using layers. i need to have them as separate meshes so that i can manipulate in game. when importing to unreal they get put on different meshes (good). if i dump the meshes on the level, they get the correct position (kinda good). BUT the origin of each mesh is the same. (e.g. 0,0)
i know each mesh can have it's origin (pivot) set to an arbitrary place. and currently i do that in ue. but everytime i re-import the mesh (due to a change in the gox file) i have to re do. and would be also easier to do on goxel (i think). i had a video where i actually went through that process but i can't find it atm.
Ok I think I understand. I’ll try to add a layer origin that’s taken into account during gltf export.
On Sun, Jan 14, 2024 at 1:20 PM Jeronimo Barraco-Marmol < @.***> wrote:
Hmm i'm not trying to move it. let me explain: I'm making these characters (and other composite objects) using layers. i need to have them as separate meshes so that i can manipulate in game. when importing to unreal they get put on different meshes (good). if i dump the meshes on the level, they get the correct position (kinda good). BUT the origin of each mesh is the same. (e.g. 0,0)
- bad since rotating/scaling/moving a mesh will give wrong results. https://www.youtube.com/live/Z7WWzGsPobU?&t=2961
i know each mesh can have it's origin (pivot) set to an arbitrary place. and currently i do that in ue. but everytime i re-import the mesh (due to a change in the gox file) i have to re do. and would be also easier to do on goxel (i think). i had a video where i actually went through that process but i can't find it atm.
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thanks a lot, that sounds good. a visual indicator of where the point lies in the scene would be good. (like a dot in the scene).
just for clarification here are some more info
Char07.g.zip (C) jeronimo barraco-marmol 2023
here's in goxel
imported on ue
here's the structure, and how things are parented in ue. notice where the 3 arrows are shown in the main viewport that's the pivot for the arm and where it rotates around
and this is the tool i use inside ue to modify the pivot. I have to manually do this piece by piece and it's cumbersome. and once i re-import the model i loose the changes.
Also that tool is available only on ue 5.2+ which, despite being counter-intuitive, a lot of professional projects still are stuck on older versions.
thanks a lot for the help and the hard work. the bugs (vertex glitches and colors glitches) are the most important for me and then this is my next priority in case you want to know.
I started to work on the pivot support. Added some inputs to specify the origin in the move tool:
Still very experimental.
I'll give it a try thanks! It would be amazing to have a floating point for the origin. so that it can be centered at a voxel. i do need to do that often. at least to be centered (or aligned to an axis' center)
for example
I've tried this on 1.51 AppImage but after exporting the pivot seems to be at the origin again. Maybe i don't understand how to use this functionality.
What the title says. and also let that pivot point be at points smaller than a cube. e.g. the center of a cube, or top-center.