[Kit Feedback] Pivot of all 3d assets are set at centre instead of bottom
Jeffrey Jones
I just ran into this issue when using Kitbash 3D static meshes in the Unreal Procedural Generation System. All the buildings were halfway in the ground.
I agree with Ibtesam Sadiq that the pivot point should be at the bottom of the building meshes.
As someone new to Unreal this cost me several hours trying to debug the issue. It never occurred to me that these professionally created assets would have such a basic problem.
I also disagree with David Horgan's "Just fix it yourself" approach. While it does work; there are some things that come as expected when you pay hundreds of dollars for assets. Logic Pivot points being one of them.
David Horgan
If you use the modelling mode in UE5 then the pivot tool it is a simple matter to move the pivot point to the desired location.
I
Ibtesam Sadiq
David Horgan: What is the point of buying pre-made assets if I have to edit to make them work? Each pack contains 100's of meshes and If i am using 2 to 3 packs, then around 1000 assets, editing all of them is too much work. On top of that, it will mess up all the blueprints as well.
I don't understand why they are missing the importance of pivot position. I thought those were film quality assets, but there are a lot of issues like:
- bad pivot location.
- coumpond mesh
- fixed doors
David Horgan
Ibtesam Sadiq: I understand your concerns but I don’t agree with them. All pre made assets generally need some adjustment to conform to the vision we are creating. If we require assets that exactly meet our requirements then we either create them ourselves or employ an artist to do so. That would be very expensive in terms of time and money. It’s like the difference between an off the shelf suit and a tailored one.