NOTE: I AM USING AN HYBRID SKINNED / DEFORM RIG (similar to ROBLOX’s Lola rig)
When importing my rig, each mesh has a CenterOfMass assigned different from 0,0,0, which is causing undesired results when simulating ragdoll physics paired with impulses on my rig.
Back in 17/05/2024, I imported a custom rig in which each of the bodyparts had CenterOfMass at 0,0,0.
Now, I’ve reimported that same .fbx today and each part has different CenterOfMass assigned in each, suggesting that there were changes in the importing system (?)
Say for example, the Head mesh in my rig is now (-0.015, 0.006, 0.077) at a certain size (the center of mass changes when the mesh size changes), when back then it would be (0,0,0) regardless of the size of the part.
Expected behavior
I want to achieve a CenterOfMass of 0,0,0 in all of my rig parts, so the physics in my rig can be more predictable (say I’m impulsing my player forward during a ragdoll, in which the parts of my rig will simulate physics & have mass even when massless = true, the CenterOfMass affects my impulse and how the parts will behave in the ragdoll while the player is being launched)
How can I make them have 0,0,0 center of mass? I’ve tried reimporting the rig, setting the origins to 0,0,0, anything I could try, but no luck. Moving away the meshes in the 3D Program also showed that it did not affect teh center of mass, it’s as if the center of mass depended in the mesh poly itself rather than positioning/origins.