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.