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Pivot Tool - A Pivot Editor

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    #31
    There appears to be problem with downloading 4.18 from marketplace.

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      #32
      Yes, I've the same problem!
      Obviously there is a problem into Epic side...

      Comment


        #33
        Nate same launcher problem as Instance Tool - launcher shows it for 4.18 but wont install....

        btw - Instance Tool installs to 4.18 from launcher now
        Last edited by OptimisticMonkey; 10-27-2017, 11:51 PM.
        https://www.casualdistractiongames.com

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          #34
          UE567 Thunderstruck OptimisticMonkey Pivot Tool 4.18 update can be downloaded from launcher now. ( If you still have issue downloading, try update the launcher to latest 6.7.1 version released on 10/30)
          | twitter | github | #ue4tip

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            #35
            Hi, I'm setting up discord server for all my tools:

            https://discord.gg/dT3QWx9

            Please feel free to post discussion / feature request / bug report in either place.

            ( I'm travelling from 14.Nov 2017 to 1 Dec.2017, and will be more active on discord when I'm back.)
            | twitter | github | #ue4tip

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              #36
              Pivot Tool 1.0.8 update with 4.19 support is now live on both itch.io and Unreal Marketplace.
              | twitter | github | #ue4tip

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                #37
                I need to set pivot over 16k actors. While when I select all the actors in the level editor and set the pivot to the center, i found all the actors' center are set to the same location, Could you provide instructions on how to batch set the actors' pivots with this tool. Thanks.

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                  #38
                  Pivot Tool 1.0.9 update with 4.20 support is now live on both itch.io and Unreal Marketplace.

                  Change Log
                  1.0.9
                  =============================
                  - Minor code clean up for non-unity build
                  - Add 4.20 support
                  | twitter | github | #ue4tip

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                    #39
                    Originally posted by sha hu View Post
                    I need to set pivot over 16k actors. While when I select all the actors in the level editor and set the pivot to the center, i found all the actors' center are set to the same location, Could you provide instructions on how to batch set the actors' pivots with this tool. Thanks.
                    I posted the reply on itch.io. As it might also helps anyone has same question, I quote the answer below:

                    When "Group Mode" is off, all actors' pivot will be set individually.

                    When "Group Mode" is on, then all actors' pivot will be set as a whole group.

                    Here's a short video to showcase the differences.

                    https://streamable.com/bi3ig

                    | twitter | github | #ue4tip

                    Comment


                      #40
                      Pivot Tool 1.1.0 update is now live on both itch.io and unreal marketplace.

                      Change Log:

                      1.1.0
                      ---------------------------------
                      - Add Text UI option to display Pivot Presets as text buttons
                      - Add Last Selected Mode to apply pivot preset to last selected actor and set other selected actors' pivot the same as last selected actor
                      - Now "Snap to Vertex" will use current widget location instead of actor's pivot point
                      - Add scrollbar to options UI



                      Add Text UI for those who need more screen space




                      Use Alt + M to move transform widget near vertex which you want to set as pivot, then click "Snap to Vert'
                      | twitter | github | #ue4tip

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                        #41
                        I just bought this tool, and I have a question.

                        I am working with F-22 Model (fighter jet). All of my object axes (pivot points) are actually exactly where they need to be on the plane's various pieces - flaps, foils, canopy, etc in Cinema 4D. For reasons I don't understand, FBX exports out of Cinema 4D always put the pivot point for every object at world 0,0,0. So, this plugin seems like just the thing to restore this plane to a proper animate-able state.

                        However, while repositioning the pivot point with this plugin is fast and intuitive, I see no manner by which I can adjust the orientation of the pivot point. If I want to rotate the flaps of the plane, I need an axis to be perpendicular to the actual geo. Is this something I can accomplish with this tool?

                        In other words, I need this:
                        Click image for larger version

Name:	Screen-Shot-20190502-at-10.02.20-PM.png
Views:	56
Size:	345.4 KB
ID:	1614910

                        But what I have right now after using your tool is this:
                        Click image for larger version

Name:	Screen-Shot-20190502-at-10.06.02-PM.png
Views:	45
Size:	392.8 KB
ID:	1614911

                        Definitely an improvement over being at world 0, but not quite there yet.

                        If your plugin can't do this, I formally request the feature.

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                          #42
                          Bump... I really need some manner of answer please...

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                            #43
                            Um... hello?

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                              #44
                              Hey,
                              is there a way to center the pivot of all highlighted Actors-Objects at the same time?
                              I got too many actors to do it for each manually.

                              Comment


                                #45
                                Strangermode

                                You can achieve that with "Freeze Rotation", here'a video to show the process:

                                https://streamable.com/imcyg

                                The process would be:

                                1. Rotate the mesh to match desired local mesh pivot to world axis
                                2. Check "Freeze Rotation", then "Bake" to bake the changes back to static mesh
                                3. Since the mesh pivot is changed, you might need to update rotations of actors referencing this mesh

                                | twitter | github | #ue4tip

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