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I am looking to create a vertex animation suitable for use in the source engine. My animation is composed of an 8x8 grid of squares breaking apart in the center.

The problem arises when I attempt to export it: Source assumes that the origins of each object should always be at 0,0,0, so all the squares are moved to the center. I want to merge all of the squares so that their origins are always at 0,0,0 instead of at their centers but so that they still animate correctly.

link to blend file

image of scenario image of an 8x8 arrangement of squares

Is it possible to do this in blender? Is there a workaround if not? Are there alternative methods?

Here is a gif of the intended result

enter image description here

Thanks in advance.

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    $\begingroup$ Could you explain more specifically what you mean when you say "breaking apart in the center"? $\endgroup$ – Christopher Bennett Jun 26 at 16:51
  • $\begingroup$ @ChristopherBennett Here is a gif of the intended result (link) $\endgroup$ – Jadon Jun 26 at 17:42
  • $\begingroup$ Your goal is to set all origins to (0,0,0)? If so, you can use the 3d cursor... Make sure the cursor is set to (0,0,0), select all objects, go to Object > Set Origin > Origin to 3d Cursor... $\endgroup$ – brockmann Jun 26 at 19:34
  • $\begingroup$ @brockmann that is the problem. Changing the origins messes up the positions of the objects when they rotate. They must have their origins at 0,0,0 but they must rotate as if their origins were at their centers. $\endgroup$ – Jadon Jun 26 at 19:40
  • $\begingroup$ @Jadon could you please post blend file of animation? To clarify (ignoring rotation and scaling) if a square (origin at geometry like pics above) at starting point global location (3, 3, 0) drops by 1 to (3, 3, -1) want to convert that by shifting origin to global (0, 0, 0) and moving it to (0, 0, -1) and the object animation will work when exported? $\endgroup$ – batFINGER Jun 26 at 20:10

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