Export mesh in FBX format with custom pivot position

   3756   1   0
User Avatar
Member
7 posts
Joined: March 2017
Offline
I'm trying to export mesh/multiple meshes in fbx format using filmboxfbx node. Everything works fine except pivot point position. I need to set pivot at custom location, but it always stays at 0.0.0. The only solution I've found is to put the mesh at 0.0.0 by itself, but that's not ok since I want to export multiple objects in one fbx file and I just don't want to stack 50 objects at one zero-position)
Any hints? Thanks!
User Avatar
Member
40 posts
Joined: Dec. 2014
Offline
put your object inside the geometry node where you want the pivot to be (pivot is at 0,0,0 always it seems) then move the external geometry node position, that should work.
  • Quick Links