Editing the origin of nodes

Use an Empty Node node to set the origin of 3D and 2D nodes and to create an external transformation pivot point. This is particularly useful when you want to edit the origin of a mesh, but want to keep the pivot point centered to the mesh. When the pivot point of a mesh is centered to the mesh, you can use the half-float accuracy for the vertex attributes. When you use half-float accuracy for vertex attributes, instead of float, you decrease the mesh data size by half.

To set the origin of a 2D node you can also use:

For example, edit the origin of a node when you want to reposition the pivot point of a gauge needle.

To edit the origin of a node to create an external transformation point:

  1. In the Project create an Empty Node node and add to it a node the origin of which you want to edit.
    For example, use a Box, a Sphere, a Plane, or a Model that points to the mesh whose origin you want to edit.
  2. In the Project select the node the origin of which you want to edit and do either of these:
  3. To use the new origin of the node, target the node the origin of which you edited.
    For example, to animate the node around the new origin, set the Target Item property of the animation to the node the origin of which you edited.

  4. (Optional) In the Project select the Empty Node and to position the node the origin of which you edited do either of these:

See also

Scripting reference

Editing your application in the Preview