To produce:
- Create a cube on maya.
- Move it out of center, for example at x=10, y=10, z=10.
- Freeze transformation in maya, pivot still on center of the cube as you can see.
- Export to fbx.
- Import it to Engine.
- Load mesh to scene and... eh voilà, mesh is at the x=10, y=10, z=10 from maya but pivot is at x=0, y=0, z=0 :( .
I think we should be able to modify pivot in-engine or have pivot at the same place as maya.
To produce:
I think we should be able to modify pivot in-engine or have pivot at the same place as maya.