Not sure if this is a LW bug or a feature request.
My physics based plugins require meshes that are modeled centered on the origin in order to rotate correctly in the physics engine. I handle offset meshes in LW by changing the LW pivot point programmatically to the center of the mesh. This normally works fine, but when I'm instancing a mesh whose pivot point I have reset, the instance transforms don't respect the new pivot point of the source mesh and so don't work correctly. I can easily fix the translate part of the transform but I can't find any way to make the rotation part work correctly. Any ideas how I can get around this problem?
My physics based plugins require meshes that are modeled centered on the origin in order to rotate correctly in the physics engine. I handle offset meshes in LW by changing the LW pivot point programmatically to the center of the mesh. This normally works fine, but when I'm instancing a mesh whose pivot point I have reset, the instance transforms don't respect the new pivot point of the source mesh and so don't work correctly. I can easily fix the translate part of the transform but I can't find any way to make the rotation part work correctly. Any ideas how I can get around this problem?