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Question by MLM · Jul 24, 2013 at 05:26 AM · animationcollisioncolliderboneorigin

Collider on Bone changes Bone Origin/Pivot

I am making a very simple tank vehicle and have rigged it up in Cinema 4D R14.042 with 3 bones. C4D TankRig

I have added it to my unity project and everything imports correctly. Since the colliders need to move when the turret and barrel move, I have attached a box collider to the body, turret, and barrel bone. This in turn changes the origin of movement for my turret so when I rotate it it does not correctly rotate about the turret middle (see image)

Unity Bone Colliders Result - Off and On

How do I get colliders that move with the bones/mesh but also maintain there original origins so that programmatic animation is correct?

Edit: The selected answer was the solution but I have just come across this great video on creating custom pivots and thought I would share: http://cgcookie.com/unity/2013/05/14/creating-custom-pivots-in-unity/

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Answer by Benproductions1 · Jul 24, 2013 at 05:27 AM

Hello,

Top left of your screen you can see a pivot button. This changes the pivot in Unity from the centre of the object (calculated from colliders) or the position of the object.

Hope this helps,
Benproductions1

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