Set the Pivot Point
The pivot point is a crucial setting that determines how a model is positioned and rotated in Game Maker and the VoxEdit Animator.
If the volume size is adjusted in any dimension, the Pivot Point will also need to be adjusted.
Pivot Point Uses
Hinges: Chests, Doors, etc.
To make an animated chest that opens, you need to create a base and a lid that rotates on the back edge.

Set the pivot point for the base at the bottom center. Set the pivot point for the lid at the bottom center of the back edge.


Moving the Pivot Point
If you change the pivot point on a model that is used multiple times in a compound or animated asset, every model in the asset will adjust position.
Automatic
Right Click the Pivot button for a menu with two options:

Set to Floor - set the Y coordinate of the Pivot Point to 0 (drop it to the bottom center of the volume)
Set to Center - set the X, Y, and Z coordinates to be the exact center of the volume.
Pivot menu options are only accessible by right clicking the button.
Manual
Click the Pivot tool to reveal the location of the model's pivot point. Left click and drag a colour coded arrow to adjust its location in the X, Y, or Z axes. Hold SHIFT to snap movement to 0.5 voxel increments.

WORKFLOW TIP
You will often need to move the pivot point to the center and bottom of a model. Set to Center
first, then Set to Floor
for a faster workflow.
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