How do I remove a center of mass

I have a sphere character with eyes. The eyes are a child mesh of the parent sphere. I would like the center of mass to be centered on the sphere but today I have this:

How do I remove the center of mass of the eyes ?

Do you mean the pivot? Do you want the pivot of the eyes to be centered in the eye spheres?

The pivot that you see is the center of mass of the sphere and the eyes.
show > advances > Mass properties

I want to have only one center of mass. And I would like it to be only the one of the sphere.

I see. Did you make the model inside the engine? Are the eyes and the main body sphere separate meshes? If they’re separate meshes, combining them to a single mesh would probably solve your problem.

I have made the model in blender. In blender the eyes are child of the parent sphere. When I export to UE, I have two separated meshes that I combine in a blueprint. I put the sphere as the root node and the eye as it’s child. Is there any way to combine the meshes in unreal ? Or should I join them in blender ?

Edit: Also if I join the two meshed in blender, I won’t be able to modify the eyes afterward.

Hey @Mr.Devos!

So what you’ll want to do is reopen this in blender. This time you want to move everything to have 0,0,0 be the anchor- when exported, it gets the world origin in blender and makes that the anchor point! So just position the model so the anchor point you want is world origin, and then export it to .fbx and import it to your project again. :slight_smile:

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Hi @Mind-Brain , I just did. I have set the anchor points to every meshes as the world origin. But I still face the same issue. I see that the eyes still have it’s own center of mass

Hi @Mind-Brain, It’s working. I don’t know why but I had to delete the asset in unreal and re-import. Importing on existing mesh was not overriding it for some reason. Thanks!

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