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Pivot/local incorrect depending on viewport of creation.
show user profile  HANZZ
When creating objects in one viewport versus another, if you then switch the coordinate system to local, you will see they have different local axes. Does anyone know how to set it that on object creation, it is oriented to max worldspace?

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 545 times
4/15/2008 5:06:58 PM (last edit: 4/15/2008 5:06:58 PM)
show user profile  K'tonne
top viewport active on creation comes to mind

Click for webpage/CV

read 531 times
4/15/2008 6:05:33 PM (last edit: 4/15/2008 6:05:33 PM)
show user profile  Dejitarujin
I think this is just a part of MAX. When you create a cylinder, you will always see it as circular in the non-perspective viewport it was created in, and similar traits apply to all other primitives. To get rid of that, you'll have to manually rotate them - but, then again, I doubt you'll accomplish much if every single object is created and stays as in the Perspective viewport.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 524 times
4/15/2008 6:12:09 PM (last edit: 4/15/2008 6:12:09 PM)
show user profile  ulisei
your pivot will generated depending on the settings of the reference coord.system rollout .
you can adjust/align/reset pivot in the hirarchy tab.

read 512 times
4/15/2008 7:27:26 PM (last edit: 4/15/2008 7:27:26 PM)
show user profile  Dub.
just run a script that aligns each pivot to world when you're finished your scene.

read 500 times
4/15/2008 9:07:30 PM (last edit: 4/15/2008 9:07:30 PM)
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