I'm trying to make two objects, in is an intact glass, the other one is the glass but shattered.
So for the shattered glass, in Maya I make a Plane, cut it with the multi-cut tool, extrude the faces, select the object and then separate. So I have every single piece of the glass as a single object. After that, I select them all, Modify->Center Pivot.
Now when I import this into unity, this is where the problems arrive.
- When I rotate the native parent object, which holds all the glass pieces, it looks right:
- When I rotate all the child glass pieces, the distort some weird way, the scaling is really off on one axis and they appear very thin:
- Now, when I create a new empty GameObject on root level, and simply add all the children glass pieces to this object, they rotate just fine and have the right scaling:
- But now, when I rotate the parent, the pivot point seems to be completely off:
The rotation I make is a simple gameObject.transform.Rotate (Vector3.left);
How can I achieve the correct pivot point for the parent, and avoid the weird scaling issues on the children? I need to be precise of course, because the shattered parent object is supposed to replace the intact glass object 1:1 after a collision.