To illustrate:
This only happens in this particular scene, when I try to do the same in a new scene with a box primitive, it's fine. It has a rather complex hierarchy using basic links and link constrains to link the revolver to the wrist, but other, similar, projects don't have this problem. Ideas?
Replies
If you look at your screenshots, the rotate values at the bottom have Y at -90 and Z at 0 in the "zero pose", then you have Y at 0 and Z at -25.
That means somehow to reach that position your Y axis has gone through +90 degree rotation. It doesn't look like it visually, so I'd guess you're going through some weird rotation space to get there.
What type are your rotation controllers? Euler, quaternion, Gimbal?
3 things to try.
1) Rotate it with the gizmo set to local.
http://dl.dropbox.com/u/1306131/3dsmaxLocalWorldPivot.jpg
Sometimes when you rotate with it set to world or view you get something that looks a lot like gimbal lock.
2) Turn off angle snap and rotate it slightly less or more than what it is currently.
3) convert it to quaternion, if its gimbal it would nuke it.