Hi, I am importing Datasmith files from Twinmotion into a new Unreal project. These Datasmith files contain a lot of different objects, so I am trying to import them in chunks and then line them up.
Problem is, the Translate gizmo is pointing in a different direction, so lining them up will take a lot of time.
I need the X (red) or Y (green) arrow to point downward so that I can easily pull objects towards me.
I’ve cycled between the local and world coordinates using the globe icon near the resize icon, but the gizmo remains the same regardless of which one I’m using it.
It will bake in the rotation of the Twinmotion scene, so you could attempt to rotate everything in Twinmotion. But that’s not very clean.
What I would do it create a new empty Actor in your scene and set the rotation to line up with whatever axis is best for you. And then attach the Datasmith scene actor to that empty actor. That way you can select the empty actor and rotate everything along with it with the arbitrary rotation of your choice.
I would assume that datasmith is responsible for the “bad” rotation.
With FBX you have options on what axis is what (for flipping, not 90deg rotation like your case).
Still, seems like the issue should be addressed globbaly in datasmith before the import rather than after.
Essentially all your meshes are rotated awkwardly rather then aligned with the X/Y planes…
And on a purely development standpoint that means you also have s*it accuracy.
Instead of a 1m box that sits on clean UU (unreal units) you have a box that always sits on fractional numbers. In an engine that can barely render precise UU accurately further than 500m from world 0,0,0…