Move Pivot

If we have an example scene in any modeling application setup like this.

  • Mesh at any distance from 0,0,0 (world origin)

Transform Vertex to Absolute ENABLED (default): Mesh will be offset by this much from the pivot. Meshes must be moved to 0,0,0 to retain their pivot location set in the modeling application.
Transform Vertex to Absolute DISABLED: The mesh will use the pivot that was used by default in the modeling application or specifically offset. Meshes do not have to be centered to the world origin to retain their pivot placement.