why when exported from 3ds max FBX model. coordinates are in the pivot 0.0.0 scene Unreal Engin. Do not understand why? Why not in the middle pivot FBX model.
This is covered in our doc page here: FBX Content Pipeline | Unreal Engine 5.3 Documentation
Origin (pivot): Should be located at a spot convenient for placement, generally at the center bottom of the object.
However, as of 4.12 you have the option to enable in the Import Options to retain the meshes pivot from the FBX/OBJ. Just DISABLE the option for “Transform Vertex to Absolute” and the actors retain their pivots from your modeling application.
“Just DISABLE the option for “Transform Vertex to Absolute” and the actors retain their pivots from your modeling application”.
In my case, this option indeed respect the correct DCC pivot location but seems to cancel the convert scene option activated, so the mesh scale is not respected.
More, I don’ t undestand why Epic still not supports the local orientation of the FBX mesh, compared to what a Unity user can do…