Hi everyone. I’m new to the SketchUp forums, and I’m hoping someone out there who is smarter than I am can help offer advice.
I am building a small area in SketchUp made of rectangular bricks, with the intent to export it as an FBX (or OBJ) so that it can be imported to Unity. When I was running tests with a friend of mine, he mentioned that SketchUp’s pivot location for each component/mesh is 0,0,0, which makes things a bit difficult on what we’re trying to do in Unity.
Is there any way to set the pivot location to something other than 0,0,0? Does anyone know of any way to set it to be centered on a particular face of the brick?
Please let me know if you have any other questions, and thank you all in advance for your help!
hello,
use the axe tool (tools menu > axes) to define a new origin when editing a component. you can also use thomthom’s axes tools to bulk change origin position for every selected components, placing it at desired x,y,z position (center, front, back)
Thanks for the quick reply, Paul! I was able to change the origin to the desired point using the Axes tool (see screenshot below), but according to my friend: “It freezes the transform at the world origin” (see other screenshot below). And my apologies if I’m not saying things super clearly–Unity is pretty much Greek to me.
We are using Y as up in our Unity project, and I thought it might have something to do with SketchUp’s Y being different, but the fact that it still aligns to the corner tells me that that’s not the issue. Any other thoughts?
This is where I set my origin on the component in SketchUp:
What happens if you rotate the component 180 and then export (don’t move axis)? Can you edit the axis in Unity in the Component Editor? I know that OBJ and FBX can come in different from each other. Sometimes Y is Up, sometimes X is Up. Try ‘standard’ exports of each type and then rotated exports of each and see if you can spot a difference. Or, drag the SU file into the Assets panel???
Thanks for the advice, 3D. In the past few hours, we’ve tried a number of exporting and importing options, including switching the axes in SU, looking at the differences between OBJs and FBXs, and the like. Sadly, we are still at a loss.
He is currently seeing if there is a workaround that we can use, but if anybody has any thoughts/ideas, I would be greatly appreciative.
I appreciate the insight, 3D. I’m not quite sure what he did on his side, but we seem to have found a workaround that will work for the time being. If/when I need you all again, it’s good to know that this community is so helpful and rad.