Jump to content

Set origin or pivot of mesh


Recommended Posts

You can create an empty object, then attach this to a mesh by adjusting its position. so when you move the points, the mesh will follow.

var EmptyPivot = new BABYLON.Mesh("pivos", scene);
MyMesh.parent = EmptyPivot;
EmptyPivot.position.y = 5.0;

and for setPivotMatrix, I think that's the way it is used :

var matrix = new BABYLON.Matrix.TranslationToRef(0, 5, 0, MyMesh.getPivotMatrix());
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...