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Pivots/meshes position #50

@RogerOlasz

Description

@RogerOlasz

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.

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