Comments (2)
Yeah that sounds quite logical. I did what you said and recalculated the pivot point, that solved my problem.
Thanks for the quick reply :)
from ezy-slice.
Greetings Cookiereg,
Just want to make sure that I understand the question. Do you mean that the pivot points of the hulls stay the same as the original mesh when cut? If so then that's intentional.
If you look through the code, the Slicer always cuts the mesh in its own local coordinates, think of this as undoing all of the transformations before slicing and then re-applying the transformations after slicing. This means that the pivot of the hulls will be the same as the original mesh.
If you wish to re-calculate a proper pivot point, you would need sum all of the vertices and divide by the number of vertices in the mesh. The resulting point can be used to offset all of the vertices manually which will give you a pivot point roughly in the middle of the mesh. There is no need to add this extra overhead as part of the slicer as it overcomplicates things and adds extra computational cost. Luckily the slicer returns a familiar GameObject and a Mesh which is all Unity3D API's, so take the output and modify as you please!
Hope i've understood the question and hope that helps!
from ezy-slice.
Related Issues (20)
- Apply to Animated Model? HOT 5
- Bug: wrong slice direction when object we want to cut has different localscale on axis HOT 1
- If a mesh does not intersect the cutting plane it would be nice if I was told if it was on the upper or lower side. HOT 3
- How to test an example project?
- The name 'Normal' does not exist in the current context HOT 1
- Script Doesn't Link To Editor HOT 2
- Oculus Quest crashing HOT 7
- Slicing Unity's sphere results in meshes with uncovered holes HOT 5
- When cutting a complex mesh, the face does not respect the geometry HOT 1
- Get the intersection points HOT 2
- Lost HOT 4
- Doesn't work for more complex objects HOT 6
- After slicing the game object the original prefab holes are closed , the region is filled? i wanted to know if we can retain the original holes in the obj after slicing the game object ? HOT 3
- Ezy Slice - imported objects don't get sliced HOT 4
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- Can't download the project through unity git system. HOT 1
- [bug]Cut a hollow object in the middle. The object after cutting is incorrect HOT 1
- I'm curious. This object is not complex, but it can't be cut HOT 1
- Unexpected hole patching after slice HOT 1
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