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Set origin or pivot of mesh


joshcamas
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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());
MyMesh.setPivotMatrix(matrix);
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