Imported meshes have no rotation in bounding box

  • What are you attempting to achieve? (Keep it simple and clear)
    I need my imported meshes to include rotation data, so the bounding box aligns with the mesh. The bounding box seems to have a fixed rotation for every item.

  • What is the issue? (Keep it simple and clear - Include screenshots/videos/GIFs if possible)
    I am importing a fbx file with multiple objects from blender. Despite the objects including rotation data in blender, this is not transferred when importing. I would like to use the Box collision fidelity for some objects, but this is not possible when the physical mesh has a different orientation than its hitbox.

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This also makes positioning items very difficult, dealing with incorrect orientation.

  • What solutions have you tried so far? (Have you searched for solutions through the Roblox Wiki yet?)
    I have tried to export as an obj and import with asset manager. I applied location and rotation data in blender. I set origin to geometry in blender. I have tried inserting with and without scene position in Roblox. What am I doing wrong?

I’m pretty sure you can Manually edit the pivot point ( “Edit Pivot” ) of any object from the toolbar in the “Home” tab, Or you can position a part in such a way that it aligns with the rotation of the model/object after which you can select both of them together such that the part is selected at the end, and Move all of them locally.
From what I know you cannot import rotational data, So I suggest making the objects like doors in 90* it will save you a lot of time instead of manually editing pivots in the studio. Avoid rotating objects in blender if you know you will be manually rotating that part anyway in the studio this applies to static props like trees, street lights, etc…

Edit pivot doesn’t change the hitbox so it doesn’t affect collisions, and if I rotate all objects 90* in Blender I have to reposition them correctly in studio. That’s really annoying being unable to import rotational data but thank you for saving me some time.

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Pivot doesn’t affect hitbox or collision, yeah. I assumed you meant the bounding box around the object which I forgot to add on you can change the orientation of the pivot point so that it also changes the orientation of the bounding box assuming that you want to move the object as it was meant to.
If you are talking about collisions, you can change the collision fidelity to PreciseConvex but I do not recommend that.
BUT using parts over the object, rotating it so that It aligns with the object you can select both of them so that the part is selected last, you can move them locally instead of the global axis as I said above this would help but I know it is annoying to do that with all the objects

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Yes that’s a great idea, using base parts is perfect. I did not want to use PreciseConvex or Default for simple Box collisions so that is a lifesaver, thank you!

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