Multiple pivot points?
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This must be something simple but I just don't get it; when I export model of, for example, clock mechanism, for use in external animation software, every cog must rotate around it's own axis. Of course. But, exported cogs from SketchUp are all tied to one pivot point, one origin for all models. Is there a way (some kind of "nulls") to export "private" pivot point for every model.
I am looking forums for hours and I can't find anything.
Please, help? -
Are the cogs components, and groups? If not, do a test. Select a couple of cogs, turn each into a separate component. Relocate each component axis (I think this is it's insert point) to the cog's axis. This is the axle of the cog. I am guessing that component's zaxis must be normal to the cog, pointing in the direction of the axle. Export this pair to see if is works with your external animation program. Hope you don't have too many cogs.
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Sorry for not answering right away, I wanted to try every possible solution. But, no. It looks that it isn't possible, even with some plugins. There is a workaround solution (importing in 3dsMax, there "glue" pivot points to every cog), but I was hoping to do everything in SketchUp.
We defiantly need a something like nulls in SU.
Thanks anyway. If you find out something, please share. -
I'm having the same issue when i use the fbx exporter, all object/group/component pivots get default to the origin. I've seach quite a bit and havent found a way within sketchup, to keep pivot position for an fbx export. Havent try the glue modifier in max yet. As the OP i would prefer a solution within sketchup.
The collada exporter seems to be ok with pivot but has quite a few other issue when importing into a game engine like outerra. So i really need the fbx exporter to work.
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