The bounding box of the scene geometry is not correctly centered

Discussion started by adamhazard

I just reset xform, put every pivot at the world origin etc. nothing work

how exactly I can center every mesh/object in the scene at the point of origin 0,0,0 but at the same time the objects must be at their place?
I tried using object as parent but QA asked me to center every pivot at child object yet system wont let me do that, it will said that my object has no reset transform.
Phewww.... I really have no idea how to center the bounding box yet the objects need to be at their own places (not at world origin)

Any solution?

Answers

Posted almost 3 years ago
0

hello, I tried to use an object as a parent, but QA asked me to center each pivot point .. can this be avoided somehow?

adamhazard wrote
adamhazard
No. dont make parent. you will stuck on how to place the child pivot. I found the solution. 1st, we need to combine everything in the scene. Make it 1 object. Then align pivot to center of the object. Now, we have to bring the object center to world origin (put 3d cursor centered to world origin if you're using Blender then snap the object to 3D cursor). Then we need to adjust only Z axist, don't bother X or Y, make sure the objects are above floor. Finally we have to separate again the objects and align all objects pivots to world origin 0,0,0. it works for me...
adamhazard wrote
adamhazard
That means all objects (when they're combined), need to be centered to world origin. It's called bounding box of the scene.
Posted almost 3 years ago
-1

hello, I tried to use [url=https://www.worktime.com/employee-time-tracking-software]employee tracking software[/url] an object as a parent, but QA asked me to center each pivot point .. can this be avoided somehow?

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