Tokyo Pivot
In 3D modeling or game engine software: An object pivot point that is heavily disjointed, located far from the parent object itself. A pivot is used for moving, rotating, or scaling, and a Tokyo pivot results in unwieldy or imprecise controls. Occurs when the wrong scene alignment or export settings are used when exporting a model from 3D software like Blender or Maya to game engine software like Unity or Unreal.
A: Why is the pivot of this gameobject on the other side of the map?
B: In theory, it’s because the modeler gave it a Tokyo pivot.
B: In theory, it’s because the modeler gave it a Tokyo pivot.