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Pivot Tool - A Pivot Editor

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  • replied
    Hey Nate, I love the plugin, but I may have discovered a really nasty bug. I'm using UE 4.24.3 and the latest version of PivotTool on the marketplace. Here's what's happening:

    I drag a basic primitive (cube, cone, cylinder, whatever) into the level. I set the pivot of each using the UI. I can usually bake one or two successfully, but more than that and they ALL change pivots to the same as the last one baked. What's worse -- and cost me an entire day to fix -- is that it also changes the pivots of random objects inside blueprints that aren't even selected!

    For example, I was working from the Collaborative Viewer template. I brought in a couple of cubes and sphere, scaled them independently and changed the pivots of each after scaling. On the third object, after baking the pivot they all moved. I reset them, but when I went to play in editor, I noticed that elements inside my pawn blueprint and my teleporter blueprint ring had moved as well! When I went into the blueprints to fix the offset, I noticed that they both had the same pivot that was baked into the static mesh primitives. And any new geometry brought into the blueprints automatically adopted that pivot. O.O But wait, it gets worse! In my troubleshooting I created a NEW collaborative view project, opened it, and it's Pawn's laser & teleporter geometry was reset too! Without having applied the plugin at all! With that, I deduced that the plugin must have done something to the Engine.

    Ultimately, with that suspicion AND since I couldn't reset the pivots of the blueprint geometry and I couldn't remove the plugin, I quit Unreal and uninstalled the build. After a reinstall without installing the plugin, I opened my project, ignoring the missing plugin warning. This time, without the plugin installed, all my pivots in my geometry were reset to the normal spots. Yikes!

    Not sure what all that means, but unfortunately I don't have time to do any more extensive testing. I'll chalk this one up to lesson learned, but I figured you ought to know.

    Good luck,
    V1

    Leave a comment:


  • replied
    Is there a way to restore the original pivot? Like reset or undo after the baking?
    Thank you.

    Leave a comment:


  • replied
    Hey Nate, i think i found an bug in the plugin.

     
    Spoiler



    If i instal your plugin, my tracers dont trace correctly. Once i change the pivot and baked and the other time i only "set" the new pivot, but the trace goes wierd.

    Leave a comment:


  • replied
    ‚Äč
    Originally posted by MarlinAtRevis3d View Post
    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.
    Hi MarlinAtRevis3d, to set pivot to center for all selected actors, just make sure "Auto Save" is checked, and "Group Mode" is NOT checked, then click the sphere highlighted in picture.

    When "Group Mode" is checked, Pivot Tool will cheat all selected actors as one group and set pivot base on the group. When it's off, Pivot Tool will set pivot for each actor individually.


    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Um... hello?

    Leave a comment:


  • replied
    Bump... I really need some manner of answer please...

    Leave a comment:


  • replied
    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
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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:	29
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.

    Leave a comment:


  • replied
    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'

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Pivot Tool 1.0.8 update with 4.19 support is now live on both itch.io and Unreal Marketplace.

    Leave a comment:


  • replied
    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.)

    Leave a comment:

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