Hi,
While using the "Save Branch as Scene" option, is there a way to have the mesh in that new scene be recentered on to that scene's origin, while preserving its original position in the overall/initial scene?
An example
A scene consists of a box (the floor) and a ball. The box is centered at (0, 0, 0) and is fine where it is. The ball is at (10, 0, 20) -at some position on top of the floor, but is not at the origin of the imported scene.
To separate the ball into its own scene (to add collision meshes, children, etc), I use "Save Branch as Scene" on the ball, which works fine and this new "ball scene" is automatically instanced in to the original parent scene. So far so good.
However, inside of the new "ball scene", the ball retains its position at (10, 0, 20) and the "ball scene" itself is at (0, 0, 0) in the parent scene. Instead, I'd like the ball to be at the origin within the "ball scene" and the "ball scene" be at (10, 0, 20) in the parent scene.
I can move the ball to the origin of the "ball scene" so that it's at (0, 0, 0), but this also moves the ball's position in the parent scene requiring me to reposition the "ball scene" back in the parent scene. Easy to do, but quite tedious when there are potentially many objects.
Not sure how else to say it, other than, I'm hoping there is a way that the newly created scene inherits the position the ball was at and the ball/object in question is placed at the origin within, instead of the new scene being created at the main scene's origin and keeping the ball at (10, 0, 20). This leads to a situation where In code, querying the "ball scene" gives a position of (0, 0, 0) in code, while the ball itself is not, leading to some confusion.
Is there any way to do this?