Interchange Framework unusable due to lack of pivot handling settings ☹️

We need this in gltf


Why do we use gltf? It gives us all the textures without having to manually add them like FBX. It’s faster, simpler and weighs less than twice as much.

The other alternative from blender is:
1 - Press “A” (Select all objects)
2 - Press “CTRL” + “A” (Menu apply)

  • Select All Transforms (Resets the position to (0,0) and its measurement)

3 - Delete all the “empty” (selecting above without the “CTRL”+“A”), so that only the meshes appear
4 - When you don’t have the empty ones, (as they are all at position (0,0) but in reality they are far from (0,0)) you have to select everything “CTRL”+“A” and do: Object → Set origin → origin to geometry. This will actually give you where the objects are located. You will notice that they are far from (0,0)
5 - Place the pivot

Form A - On axis 0.0

    ┌──|──┐
    │  |  │
 ───┼──|──┼─── (0,0) middle of geometry
    │  |  │
    └──|──┘

And select Individually or in groups the pieces you want to group and modify the transform of the object to leave it at (0,0). For groups (for example of 3 figures) you have to use the ALT.
Remember that the ALT is based on the figure/s. If you have other figures that you do not need, you do not have to select them otherwise it will be based on the others and the pivot will be complicated.

Form B - If you don’t want it in position 0.0 and you want it with respect to some axis:

    |
    |
    ┌─────┐
    │     │
    │     │
 ───┼─────┘── (0,0) Lower right corner from geometry
    |
    |

You select the piece or pieces you need, then edit mode and select vertices and put it in the vertex you like the most. Then when you have the vertex selected Object → Set origin → Origin to 3D Cursor.

Then you can export it again to the format you want. (you can export the parts you need.)
(Trial and error I found it)

There may be a faster way. But the pivot gives a lot of problems in all the other ways and this way you can put the (0,0) automatically without having to do it manually.

Note: In Maya I don’t remember it, I haven’t used it in too long.
Note: It’s not as simple as saying “I want them all at position (0,0)” since a game engine will never be at position (0,0) if you can’t have an absolute.

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