Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Relocate pivot point in imported blender model

Discussion in 'Editor & General Support' started by Akenaten, Oct 18, 2020.

  1. Akenaten

    Akenaten

    Joined:
    Apr 3, 2020
    Posts:
    11
    I made a simple block humanoid in Blender and imported the .blender file in Unity. When i add it on my scene, its transform point does not coincide with the actual model's location. So when i try to Rotate my model, it doesn't just rotate, it also moves in a circular pattern because its perceived axis of rotation (as far as i can tell) passes through the transform's location and not the actual model's center of mass/gravity.

    Is there a way to get the transform at the center of the model's torso or something without parenting it to another object?

    P.S.: I tried messing around with the model in Blender but the result stays the same.
    RoboProb.png
     
  2. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,722
    In Blender you can do Object -> Set Origin -> Origin to Center of Mass. Also make sure you save and maybe reimport the model.

    Alternatively, you could do it in ProBuilder using the "Center Pivot" feature.
     
    Akenaten likes this.
  3. Akenaten

    Akenaten

    Joined:
    Apr 3, 2020
    Posts:
    11
    Recentering the origin to the geometry's center of mass fixed it.

    Thank you very much!