Actually, it’s surprisely easily to do this in blender, just select all objects and press ctrl+shift+alt+C, and center of mass option.
But… It mess up with the entire object because when I import it, all objects came with pos = 0,0,0 somehow. Its the asteroid object I am using from the other thread, it has some dependence from the original, and I just need its position in space.
If I had an move center of the mass function in the JM3 or if it imports the Blender correctly position it would fix my problem… Any tips ?
Just to add information to the thread, if you in blender press ctrl+a to enforce location, it will just back the center of mass to the odd position and keep the location in this case 0,0,0, so it didnt work as well … Also I tried to use the ogre export, same results …
Also one important curiosity I didnt understand, when you inport it on jM3, it shows correctly in the preview, even if the all positions and rotations are 0… How come ???
0/0/0 for the imported model will be where ever the world 0/0/0 in blender was when the model was made (the point you look at in a new blender file). If you move the whole model to 100/0/0 (world), it will have an offset of 100.
As for the import, it could be because the SDK 3.0 model import tool actually didn’t clear its cache after a model was imported.
Its strange, I close and reopened the jm3 with same results, dont looks to be a cache problem.
I can see in blender the objects have locations, but when it imports it has no location at all.
Maybe a bug on the importer ?
Well, I was doing some debugging and found out something. Its actually a problem on my way to understand how the importer works, it has nodes and an tree of hierarchy inside it.
I found out that the correctly positions are in nodes, and I was ignoring those nodes…
So you traversed the scenegraph, took out all geometry, put it in your scene and forgot to mention all that when posting here you have a problem? :chimpanzee_facepalm: