I'm trying to import a 3dmodel into unreal but i need the local transform to match the global or else unreal will garble the objects' rotation/scale/translation.
Is there a way to do this in blender? I see people doing it in every video on 3ds Max.
I'm trying to import a 3dmodel into unreal but i need the local transform to match the global or else unreal will garble the objects' rotation/scale/translation.
Is there a way to do this in blender? I see people doing it in every video on 3ds Max.
After some headscratching about what you mean, I figured it out. Use the shortcut CTRL+A, then apply "Rotation and Scale"
EDIT What this does is it simply applies your rotation and scale of the object, aligning the local Z axis with the global Z axis and so on. It also applies the scale of the object, meaning textures will align properly.
Hope this helps.
You can use our free addon BS Modify Pivot, with it you can change the object pivot location and orientation in a similar fashion to what you can do in 3dsmax with "Affect Pivot Only"
https://www.youtube.com/watch?v=VrYGXg5HjMA
Hope it´s useful.
Cheers!
@FreeMox: You want to change the pivot point in other applications because various tools/particles what ever use the pivot points direction for certain things, so you have to make sure the pivot point is positioned and rotated correctly to have the results you wanna achieve. Blender works a little different though. I also looked for a way to rotate it but the ctrl+a option was in the end the way to go ;)