I will let you study/test the pivots documentation link above, and/or wait for smarter people than I… to help “center-up” the origin/pivotPoint… with the mesh’s volume. You can click on the sword, and see the GizmoManager activate… at the CURRENT origin/pivot-point of the mesh… which is not centered on mesh volume-area whatsoever. Now, I’m a beginner at re-centering pivotPoints on imported mesh… but there are other experts nearby that can help, and so can this section of BabylonJS docs, perhaps. These origins/pivots are created in the modeling software, and, like the sword in the demo, it is common that they arrive in BJS scenes… with an offset origin/pivot. If the pivotPoint/origin were located in the center of the mesh’s “volume”, the sword would be spinning more “around itself” and not make such a big circle. I predict that if YOU rotate your mesh in a similar way, it would ALSO make a big circle like our sword is doing. In lines 23-25, I put a little Y-axis animator on the sword model… to show that its origin or pivotPoint is not positioned in the center of the mesh vertex points. So, I found one, already created by another… We REALLY like BabylonJS Playground demos that reproduce the problem… so we helpers can team-up and be better helpers. Hiya TV5, welcome to the forum… good to have you with us.
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