Exporting pivot points from Rhino to KeyShot

I can set the pivot point in Rhino to either the part or to another part and that pivot point is saved. However, when I export, or open the file in Key Shot, the pivot point is not saved or exported correctly. In fact, it is often exported to a completely unrelated area.

If I create the exact same model in Fusion 360, create a new pivot point for a part and save, then, open in Key Shot, the pivot points are saved correctly.

I think this is a problem that Rhino Key Shot plugin developers should address.

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Export your parts as blocks.

Hello Martin,
Can you expand in your answer, I spend a lot of time trying your answer.
Can you expand?
Is Rhino 8 only?
Do you use FBX or another system to export custom pivot points?

I only have Keyshot 9 and I cannot use it with Rhino 8 but my procedure with the blocks works fine in Rhino 7.

So all you have to do is set up all parts you want to move or animate in Keyshot with a meaningful axis or plane in Rhino. I’m mostly doing this with Grasshopper since I create the majority of geometry with some sort of algorithm. I’m using Elefront to bake blocks.

I was trying to avoid expensive Alias, Maya, 3D Max, and no perpetual subscriptions. And since the final destination is in Cm, a middleman must be in Cm like Rhino is capable of.

Why don’t you render in Rhino?

I show my vehicles in real-time, in VR, and I’m making a game.
Rhino is superior for handling hard surfaces than Maya, Blender, and Max.
But of course, Rhino is incomparable in features to Unreal, Unity, Omniverse, etc…
If I need a render of a single object, I do it on the fly after making the textures inside Painter (using the integrated Iray).

And can you export an FBX with custom origins using Keyshot?

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I’ve never exported FBX