I struggled with this one for a couple of hours, before finding the correct process. And I wish to share my findings.
When importing from Rhino to Twinmotion through FBX, each object’s pivot point is set to 0,0,0. This works well if you do not have to modify the objects any further inside Twinmotion.
However, FBX does not export light objects - and I have a scene with a lot of lights, and I do not wish to locate them manually inside TM. Since the pivot is reset to 0, the “Replace object” in TM doesn’t work - as my first idea was to create a placeholder object and then replace the object with a proper spotlight. Blocks do not also transfer the pivot point through FBX.
The solution is to create a placeholder block for light objects inside Rhino and populate the scene with those. I used Gh with Elefront to copy the placeholder block in place. Then export as a SketchUp-file (.skp) - as this format recognizes blocks and by using this, the pivot point remains in its correct location. After import, select the proper Container, “Replace object” with lights of your choice and that’s it. Now the lights are in their correct locations and as native TM lights.
This process works for any native TM object - for instance if you wish to model a simple placeholder chair in Rhino and then replace it inside TM for a more detailed one.



