FBX export: object pivot is set to center of the scene

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Whenever I export my mesh to FBX format (for use inside UE4) its pivot is set to center of the Blender scene (0,0,0), not respecting the original object's pivot position.

Does anyone know why or how to solve this, so that once imported into UE4 object's pivot would be where it should be instead being way off because it is set to original Blender scene center?

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So I found the correct answer myself: if you use File -> Import Into Level instead of the expected normal Import function, then the import process is a bit different.

It will automatically create Blueprint for you with the root pivot still at the bottom center at 0,0,0 but now every object in there will have its own original pivot as seen in Blender...and that's it!

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This is intended behavior as it allows you to compose scenes consisting of multiple objects in your DCC and have their relative offsets retained, and it gives you easy control over the pivot location of an individual object without having to mess with its hierarchy.

The right thing to do if you're exporting a single object is to place it so the world origin is wherever you want the pivot to be, and then export it.