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Question by Brad 2 · Mar 25, 2011 at 05:32 PM · characterpositioning

Dummy positioning question

I have some animated characters that all have dummies attached at the top of the hierarchy. All the characters are positioned in the world where they need to be in scene, however the dummy is listed at coordinates 0,0,0. The Mesh and skeleton have coordinates that are relative to the world, however the developers need the dummy object to have logical coordinates to the world so they can move the characters around. We are exporting from 3d studio Max. Is there anything like reset xform or a way to reset an objects pivot?

one final note I tried parenting everything to a game object empty, but the developers say that wouldn't work for their purposes.

Thanks

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avatar image Brad 2 · Mar 25, 2011 at 07:04 PM 0
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We do have root object already, its just its coordinates are at 0,0,0, so we need to know if there is a way to reset the root or if we need to re-export to reset the coordinates of an object.

avatar image loopyllama · Mar 25, 2011 at 08:35 PM 0
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you should put the dummy and the character at 0 0 0 in 3ds max, re-export, then move that dummy to the correct scene location in unity or move it via an animation.

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Answer by Statement · Mar 25, 2011 at 05:37 PM

Parenting the animated object to a root object is how we always do, either in the model, manually through the editor or through code. There isn't many other options. Otherwise you can't move the object around since the animation will reset position every frame. Ideally, I prefer models that have a root so you can move it around freely.

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