I've got an APC model that I've cut into pieces (hull, wheels, cannon, turret) and imported into Gadot. Problem is I can't seem to figure out how to rotate them using their own origins rather than the parent's. For instance the turret is a child of the hull and I want it to rotate in place so I set the origin in blender before importing into Gadot but when I attach it to the hull as a child and rotate it's centering around the hull instead of its own origin.

How would I manage to rotate the turret properly (and elevate the cannon which is a child of the turret)?

I just figured it out. Export from blender as a glb then drag the glb into a scene. Next choose "Editable Children" and individual parts rotate from thier own origins.

That's actually much more convenient than using separate parts like I was doing. The only things I can see needing that for is the wheels (or maybe not?) I dunno.

Well the glb/gltf experiment was a failure. Can't add vehiclewheels properly (says it can't modify externel scene). Back to using OBJs Hull as one OBJ, Turret as OBJ with cannon as its child (in blender). One wheel with it's origin at world 0,0,0 loaded multiple times as children of vehiclewheel. Problem is that while using a gltf I can get children to rotate around this own origin while when loaded as an obj they rotate around the parent's origin.

I think I will try the vehicle body and turret as a gltf but load the wheels as obj.

    patm Can't add vehiclewheels properly (says it can't modify externel scene).

    Try the scene "Open Anyway" — should become available for editing:

    I ended up importing separate pieces as obj files. In blender I moved the part to the world origin since Gadot seems to use that rather than the object's own origin. Then I reconstructed the model using parts as children of a vehiclebody. Now I finally get the rotations working the way I want.

    Editable children seems pretty useless since you can't actually edit the children (just says can't edit another scene).