Hi I’m working on my 3D model and got this annoying thing. So I model something a bit complex, but to make it simple I will tell you that it’s a bucket with handle. I want to export 2 mesh at a time into FBX that the main body of bucket and the handle. I want the handle to stay on the right position but we can just rotate it later. To do it we must make the origin of handle on the middle between base of that handle. The thing is I can’t do that because of location not (0,0,0). I use Unreal Engine to import the FBX and the pivot of handle just changed into world origin (0,0,0). How to do that the right way?
When exporting, make sure that all your export settings are correct and that you have applied all transforms. The pivot point should be where you placed it in Blender. If it’s still in the wrong place, it’s not hard to change the pivot point in UE. This short video explains it very well - https://www.youtube.com/shorts/f50yoTWThnw
I think Srl1 has nailed it but just comment that you can have separate meshes within one object or in separate objects. In one object you would need to pivot handle with at least a one bone rig ( I think two bones better for bucket and handle.). I would have thought rigged object better for games engine import though I must admit I don’t know.
The origin of an object will determine how it imports. So for instance if the origin of the object is on the base of the bucket , the bucket will import sitting on a (0,0,0) floor. If the origin is between the handle ends it would import with the bucket below (0,0,0) floor plane. (0,0,0) is referred to as the world origin.
Usually using [Shift S/ Send cursor to selection] in edit mode then use [Origin/Set Origin/Set origin to 3d cursor] in object mode are the best tools for changing an objects origin.
Sorry if I have stated the obvious but worth saying in case you are not clear on that point. Hope that helps.