Flow confusion for positioning/scaling imported meshes

I’m still fairly new to this engine, please correct my understanding where it is false.

Upon importing meshes, the roblox importer edits the vertices positions so that they’re relative to the centre of the mesh’s vertices, rather than the origin. This is extremely frustrating to deal with as any intended offset from the origin isn’t preserved. It forces us to manually offset the imported mesh from within the engine. Now, add this to the fact that multi-materials meshes aren’t supported and consequently, there is a need to break those down into multiple meshes, each demanding a resizing and manual repositioning, it becomes very slow.

It wouldn’t be so bad if there was a form of vertex snapping, but there doesn’t seem to be so?

Am I mistaken, or is there really no faster flow than manually resizing/repositioning every single imported mesh?

If so, then maybe roblox could add a tick box to cache in the delta between the mesh’s origin and the post-import origin, and whenever a mesh is instantiated, then the mesh’s pivot is initialized with that delta. That seems trivial to implement. What am I missing?

1 Like

Did you apply Rotation, Origin & Scale within your 3D software before you exported it as an FBX?

1 Like

Are you referring to per-object spatial coordinates? If so, the underlying TRS matrix is identity for all of my objects. Only vertices position has been modified.

The exact same meshes, when imported in unity/UE will preserve the vertices offset from origin.

e.g. if a 1x1x1 cube’s centroid was at (5, 0, 0), in other engines, if the object sits at the origin, then the actual cube is rendered around (5, 0, 0), and if I was to offset the object to (5, 0, 0), then it’d be rendered around (10, 0, 0). That’s because the vertex position is preserved across softwares.

Sort of like the pivot property in roblox which I guess is just another transformation matrix they apply in the rendering/collision process.

1 Like

Okay, turns out Roblox does store the offset.

In the asset manager, mesh objects can be right clicked and the drop down contains the option “Insert with location” which will reposition the object to match its pre-import position.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.