Hey, really simple question here, and I'm sure there is a simple solution...
Make a box, rotate it 45 degrees and now your pivot point is no longer aligned x,y,z.
Is there a quick and easy way to get the pivot point back in alignment without rotating it back?
My current resolution for this is to make a box in the viewport that has not been rotated, and attach the rotated box to it. This fixes the pivot point back to alignment, then I unattached the rotated box. It's just a little annoying is all; being that it takes a couple of steps to do.
If you guys know of an easier way please let me know, and if there is a possible way to assign it to a shortcut that would be great. Thanks in advance.
Replies
A faster, similar way, may be to click the "Transform" button down in the "Reset" section of the "Adjust Transform" rollout in the same Hierarchy panel. It's near the bottom.
http://www.scriptspot.com/3ds-max/pivotplacer
-N!
Mop: on some objects when I click "affect pivot only" then "align to world" it actually moves the mesh!
I'm not sure why this is, but these were meshes that I have already edited so I tried to just make a simple box and try it out. When following the above procedure, with just a regular box it does indeed change the pivot back to the xyz axis correctly.
However, the purpose for me doing all of this is so I can use the "Symmetry" modifier and get the mesh to properly replicate itself over the x axis. With example b. (the simple box that appeared to reset the pivot properly) I add the symmetry modifier and it acts like I never aligned the pivot to world. It does symmetry over the same old rotated pivot.
This is really annoying. I am using max2010 64 bit btw.
Mechadus: I tried the plugin and I see it has a bunch of useful scripts there. It does appear to work in max2010 but when I select "align to world" from the drop down box, it makes no difference. It still simply throws the rotated pivot point around and does not fix the rotation. Oh well...
SyncViewS: Haven't tried those plug-ins yet but I will shortly. Thanks!
You can also turn on effect pivot only, and in the type in transform coordinates box zero out the rotation.
Vig: I'll have to give that script a try, thanks for posting it
Possibly a better solution then is to have a modified symmetry modifier script; that simply mirrors over the x, y, or z axis at 0. One that doesn't take into account rotation. Anyone know if this exists?
[Edit] I guess I could also just select all verts and rotate when needed to keep the pivot intact. But sometimes I forget about this little trick.