Mesh Pivot Panel¶
Look up the controls used to bake pivot changes into a static mesh asset.
Mesh Pivot Area¶
Controls for permanently writing pivot changes into the static mesh asset.
- Bake — writes the pivot offset into the mesh. Cannot be undone with regular editor undo. See Bake a Mesh Pivot.
- Duplicate and Bake — creates a copy of the mesh, then bakes the pivot into the copy. The original mesh is preserved.
Bake Options¶
- Freeze Rotation — bakes the actor's rotation into mesh vertices and resets the actor's rotation to zero.
- Freeze Scale — bakes the actor's scale into mesh vertices and resets the actor's scale to
(1, 1, 1). - Keep in Place — keeps other actors referencing the same mesh at their current world positions after the bake.
Bake by Actor¶
- Bake by Actor toggle — enables baking relative to a reference actor, typically the last selected actor.
- Match Location — bakes the pivot to match the reference actor's world position.
- Match Rotation — bakes the pivot to match the reference actor's rotation.