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hlivingstone

3D max centerpoint question

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hello, im wondering how you can change the centerpoint (local origin) of a model in 3d max 5? say for example you create a teapot at 0,0,0, it is centered there on the x and y axis but not the z axis. if you look the translation modifier (widgit thingy used to move the model) is located at 0,0,0 but the model itself is not centered around it. hopefully im explaining this correctly..but basicly i need an exact way to set the models local origin to the exact center of the model. so if its rotated it will spin around itself on any axis. Or another acceptable way is to somehow beable to exactly center the model at 0,0,0 ignoring the centerpoint of the model. Yeah i can eyeball it this way, but it needs to be exact, ie calculated through max. it needs to be centered right on the world origin, b/c i wrote an exporter plugin for 3dmax a while back (to export geometry into my engine), and i just realized the centerpoints for some of the models my artist has been exporting were off, explaining why things having been behaving proporly. ---- to recap, just to be totally clear, i need to have the model either set at 0,0,0 with it centered exactly around its local origin (centerpoint in dead center of the model), this is the prefered method. or be able to center the model exactly around the world origin (0,0,0), ignoring its centerpoint thanks guys, for slowly allowing programmers to invade your section ;).

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Guest Anonymous Poster
Yes I believe that the Hierarchy tab has a center pivot to model button also.

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