Pivot Painter stores model pivot and rotation information in the model’s vertex data and additional UV channels for PP1, and in textures for PP2. That information can then be used inside of Unreal’s shader system to create interactive effects. This tool is specifically built to work with the material functions provided by Epic Games in Unreal Engine. It is however possible to use this encoded information in other engines such as Unity, since it uses common attributes and textures. https://docs.unrealengine.com/en-US/Engine/Content/Tools/PivotPainter/index.html
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For more information on SideFXLabs and how to get the tool visit: https://www.sidefx.com/products/sidefx-labs/.
HIP File: https://github.com/sideeffects/SideFXLabsExamples/tree/main/artstation/pivot_painter/pivot_painter.hip
"Wooden Chess Set" by cmzw
https://sketchfab.com/3d-models/wooden-chess-set-90151fb0fb294e56b45e52b001a884db
This post is prepared by Alecto Asperslag: https://www.artstation.com/alecto-marionette
Pivot Painter can encode pivot information using vertex colors, UVs, and textures. This allows a single mesh to have multiple pivots and sub-pieces when the information is decoded in a shader.
Here, each sub-piece of the mesh can be scaled, rotated, or translated without the need for a skeletal rig.
Pieces of geometry are linked to pivot points.
Pivot Painter encodes pivot and parenting information into textures. UE4 shader uses this information to animate the tree mesh.
Pivot point index can be used to place each sub-piece in an ordered sequence.
Setup of grass mesh with pivot painter.