Pivots in 3ds Max
What is a Pivot
Intrinsic Pivot: Defined rotation center for an object, characterized by three orthogonal axes (x, y, z).
Represents the geometric center or a conventional center (e.g., cylinder's bottom circle).
In articulated models, joints serve as pivot points.
Group objects have a pivot calculated as the weighted average of component pivots.
Working Pivot: Default small green ball that allows view rotation, often outside the model. Used for viewport rotation only.
How to Set or Change the Pivot
- Both intrinsic and working pivots can be modified in 3ds Max.
1. Changing the Intrinsic Pivot
Positioning Pivot Points: Use the Hierarchy panel and select the Pivot button.
- Affect Modes:
- Affect Pivot Only: Transforms pivot without moving the object.
- Affect Object Only: Moves the object but not the pivot.
- Affect Hierarchy Only: Moves linked objects' pivots.
Aligning Pivot Points:
- Buttons active in selected mode:
- Center to Object/Pivot: Aligns pivot to object's center.
- Align to Object/Pivot: Aligns object with its Local Coordinate System.
- Align to World: Rotates object/pivot to align with the World Coordinate System.
- Reset Pivot: Resets the pivot to its original location.
2. Changing the Working Pivot
- Edit Working Pivot: Activate by clicking the Edit Working Pivot button to position a temporary pivot.
- Use Working Pivot button to enable it for transformations without altering the object’s default pivot.
- Reminder text "USE WP" or "EDIT WP" appears in viewports when active.