Announcement

Collapse
No announcement yet.

Pivot Tool - A Pivot Editor

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [RELEASED] Pivot Tool - A Pivot Editor

    Click image for larger version  Name:	PivotTool_Header_960240.png Views:	1 Size:	38.2 KB ID:	1208838

    Pivot Tool is an editor plugin that allows you to modify actors pivot easily, and bake changes to static meshes inside Unreal Editor.



    Features:

    - Modify and bake mesh pivot point inside Unreal Editor, useful for reusing existing assets or testing pivot placement of modular meshes.
    - Bake both mesh pivot location and rotation while preserving physics collision and sockets data
    - Bake pivot change to current mesh or duplicated mesh
    - 27 pivot presets for quick and easy pivot setting, organized in 4 groups (center/face/corner/edge) with intuitive UI.
    - Apply pivot preset by actor bounding box or by mesh vertexes.
    - Apply pivot preset temporarily or auto save the change.
    - Ability to apply pivot preset to selected actors as one group or individually
    - Use Vertex Mode to snap pivot point to mesh vertexes while applying pivot preset
    - Save temporary pivot placement (Alt + Middle mouse) with one button click
    - Quickly reset actor pivot offset
    - Copy pivot from one actor and paste into as many actors as selected

    Click image for larger version  Name:	PivotTool_screenshot_1.jpg Views:	1 Size:	177.3 KB ID:	1208841

    Click image for larger version  Name:	PivotTool_screenshot_2.jpg Views:	1 Size:	247.7 KB ID:	1208842

    Click image for larger version  Name:	PivotTool_screenshot_3.jpg Views:	1 Size:	333.0 KB ID:	1208843

    Click image for larger version  Name:	PivotTool_screenshot_4.jpg Views:	1 Size:	172.0 KB ID:	1208844

    Click image for larger version  Name:	PivotTool_screenshot_5.jpg Views:	1 Size:	210.8 KB ID:	1208845

    Click image for larger version  Name:	PivotTool_screenshot_6.jpg Views:	1 Size:	372.0 KB ID:	1208846


    Documentation:

    Pivot Tool User Guide

    >> Marketplace Link
    Attached Files
    Last edited by Nate; 09-19-2017, 11:34 AM.
    | twitter | github | #ue4tip

  • #2
    Oh very nice! That'll save me some time going back and forth between Ue4 and 3dsmax. Here is another idea for your tool:

    - Add a feature that allows you to create procedual/modular skeletal meshes, so one could add joints/bones to a skeletalmesh and bind a static mesh to those bones.

    That's one of the common workflows i still have in 3dsmax when working in ue4.

    Comment


    • #3
      Yes - Want!

      Comment


      • #4
        Update screenshots of Pivot Tool 1.0.
        | twitter | github | #ue4tip

        Comment


        • #5
          Great, please put it on sale immediately on itchi.io
          I really need this now!

          Comment


          • #6
            [MENTION=72368]Thunderstruck[/MENTION], I've submitted Pivot Tool to unreal marketplace, hopefully it'll be approved soon.
            [MENTION=52074]Burnz[/MENTION], creating procedual mesh and skin binding might be out of scope of the pivot tool, but I'm actually start working on a mesh editing tool which could be used to modify static mesh inside unreal editor.

            And thanks HeadClot
            | twitter | github | #ue4tip

            Comment


            • #7
              Awesome! I have needed this so many times...
              http://casualdistractiongames.com

              Comment


              • #8
                I'd buy this in a heart beat, especially after seeing how well made your instance tool is. Hope it get's approved soon.

                Comment


                • #9
                  Is it possible to manipulate the pivot in the static mesh editor?

                  Comment


                  • #10
                    Thanks OptimisticMonkey, Sitrec!

                    [MENTION=22887]MatzeOGH[/MENTION], sorry that you can only manipulate the pivot in the level editor viewports, since there's no easy way to extend the static mesh editor without engine code modification.
                    Good news is that whatever pivot changes you baked into the static mesh will be reflected inside static mesh editor instantly.

                    Click image for larger version

Name:	bake_change_in_mesh_editor.gif
Views:	1
Size:	796.2 KB
ID:	1122711
                    Attached Files
                    | twitter | github | #ue4tip

                    Comment


                    • #11
                      I thought as much.
                      I'll definitely buy your plugin

                      Comment


                      • #12
                        Question, not trying to be an asshat or anything... but what makes this different to this tool available already? https://www.unrealengine.com/marketplace/derin-pivot

                        Comment


                        • #13
                          [MENTION=5960]apoisonedgift[/MENTION], I haven't got the chance to use the asset you mentioned, so I can only tell from the description and video, here're some differences I noticed:

                          - Pivot Tool doesn't require extended version of Static Mesh Actor, it works with with any actors with valid bounding box, that means you can use Pivot Tool with not only Static Mesh Actors, but also Brush Actors, Skeletal Mesh Actors or Blueprint instances.

                          - In Pivot Tool, you can apply 27 pre-defined pivot presets with one mouse button click, or you can move pivot point manually with Alt+Middle mouse drag on transform widget (an engine feature) + "Set" button click.

                          - With Pivot Tool, you can bake pivot change into static meshes. That might come in handy when you got assets from artist and found out the mesh pivot is not in where you want.

                          Sorry that I can't really make a fair comparision without actually using the other tool.
                          | twitter | github | #ue4tip

                          Comment


                          • #14
                            Here you can find a simple user guide I just wrote:

                            https://docs.google.com/document/d/1...KxvosURhq8/pub
                            | twitter | github | #ue4tip

                            Comment


                            • #15
                              Originally posted by Nate View Post
                              [MENTION=5960]apoisonedgift[/MENTION], I haven't got the chance to use the asset you mentioned, so I can only tell from the description and video, here're some differences I noticed:

                              - Pivot Tool doesn't require extended version of Static Mesh Actor, it works with with any actors with valid bounding box, that means you can use Pivot Tool with not only Static Mesh Actors, but also Brush Actors, Skeletal Mesh Actors or Blueprint instances.

                              - In Pivot Tool, you can apply 27 pre-defined pivot presets with one mouse button click, or you can move pivot point manually with Alt+Middle mouse drag on transform widget (an engine feature) + "Set" button click.

                              - With Pivot Tool, you can bake pivot change into static meshes. That might come in handy when you got assets from artist and found out the mesh pivot is not in where you want.

                              Sorry that I can't really make a fair comparision without actually using the other tool.
                              No worries. The skeletal meshes and blueprint instances is actually a pretty big difference alone! And TBH yours looks a lot friendlier to use anyway :P Was just curious. Thanks for the honesty Very nice looking tool.

                              Comment

                              Working...
                              X