Centre point of mesh

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Oh and the center point is the average location of all vertices. So add all the Vx#'s and divide by rhe number of vertices. Same for Vy and Vz. The result is your center position in MESH space. That allows you to skip the whole global space transformation I told you about and skip right to subtracting Pxyz from the vertex positions.

And if you want to use a pivot instead you can make a pivot and then go EntityParent Entity, Pivot or maybe the other way around I forget.