Okay I've decided to make this thread as an explanation of how pivot points on 3D mesh's are determined for VP since I keep having to re-explain it time and time again, I figured it would be easier for me to just make a thread that thoroughly explains how it works that I can use for future referencing.
In 3D software, in my case 3D Studio Max, you can move the pivot point where ever you like, typically you center it to object but some times it may need to be some where else, like for example for a door, the pivot needs to be where the hinges are instead of center so it acts like a door with hinges and not a revolving door.
The thing is, once you export the object/model as a .obj for importing into VP, it will ignore this pivot point and use the world axis center as the pivot point instead. The world axis is the center point of the 3D world environment which is highlighted in yellow in this pic below. In this pic the object is lined up so that its pivot point center is lined up with the world axis center, you can see where the objects pivot is by the XYZ arrow/move gizmo.

So as this is currently, we can rotate it on the X axis and it will rotate like a roller, but if we rotate it on the Y or Z axis it will rotate end over end.
Like so...

If we have our object off center from the world axis center (the center of the grid) it will throw off the rotation of the object in VP. In this next pic I have moved the objects pivot point to be at the world axis center while the object is moved away from the world axis center to demonstrate this. An example of when you would intentionally want this, is Uncle Willy's Dracula in Monster bash, since he moves on an arc his pivot needs to be set away from him.

So when we rotate this object on the Y axis it will go around the center world axis like so:

So if you were ever wondering why objects when imported into VP are half way into the floor or rotate the way they do, hopefully this clears up any confusion on the subject.



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