Description
Changelog
Reviews
Features:
- Center: moves the origin to the geometric center of the mesh's bounding box.
- Bottom Center: moves the origin to the bottom-center of the bounding box (useful for characters and objects that sit on a surface).
- Top Center: moves the origin to the top-center of the bounding box.
- Custom Offset: type an exact X / Y / Z offset or drag the 3D gizmo handle in the viewport to place the origin anywhere in local mesh space.
Non-destructive node position compensation:
- The node's world position is preserved after every bake.
- Full undo / redo support through Godot's built-in UndoRedo system.
- Works with both ArrayMesh and built-in PrimitiveMesh subclasses (BoxMesh, SphereMesh, CapsuleMesh, etc.).
Changelog for version 1.0
No changelog provided for this version.