Ok, but in that case, do you know if it is doing something special? Like putting the pivot at the average value of vertices? Most engines do not do this, they just let the pivot be the origin of the model.
I don't wanna complain or fight about this, just wanted to let you know, in case you want to make the models easier to use in most game engines. Thanks again for making them!
I understand, but most engines, including Unity without MAST, will use (0, 0) in the model as origin, giving the artist control of where they want the origin to be. MAST is probably doing a re-calculation of the origin for you.
One small issue that I found is that most items have their origin offset, usually by 0.5 or -0.5 on the X and / or Z axis. When I put them in the engine I had to manually add an offset on each model to compensate for this, in order to make them easy to work with inside the engine.
Ok, but in that case, do you know if it is doing something special? Like putting the pivot at the average value of vertices? Most engines do not do this, they just let the pivot be the origin of the model.
I don't wanna complain or fight about this, just wanted to let you know, in case you want to make the models easier to use in most game engines. Thanks again for making them!
I understand, but most engines, including Unity without MAST, will use (0, 0) in the model as origin, giving the artist control of where they want the origin to be. MAST is probably doing a re-calculation of the origin for you.
Hi,
This is a great set. Thanks for making it.
One small issue that I found is that most items have their origin offset, usually by 0.5 or -0.5 on the X and / or Z axis. When I put them in the engine I had to manually add an offset on each model to compensate for this, in order to make them easy to work with inside the engine.
Thanks again!