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I'm developing a 3D videogame in C# with XNA, my problem comes when I load my model done in 3ds max, and I try to rotate a mesh of it, because the pivot point isn't exported so it takes the local origin of the mesh, the point you get when pressing "Reset Pivot" in 3ds max.

What I want to do is to change its point default value, so that my animation gets the correct pivot point, how can I achieve this?

Thanks in advance! :)

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Not 100% positive what you mean here. If you're wondering how to move the pivot, you do this by going to the "Hierarchy" tab, and choosing "Affect Pivot Only," and you can then move the pivot using the transform tool. –  user_123abc May 7 '11 at 23:52
    
yep, but as I said, I can't get the pivot, but the other point. According to my research this may have something to do with the Reset XForm modifier and mesh matrixes –  Dane411 May 8 '11 at 1:23
    
Does the default pivot location happen to align with the origin in Max (0, 0, 0)? What happens when you move the entire mesh to some other location in Max, then re-export? –  user_123abc May 8 '11 at 6:10
    
Well, after a more detailed research (and a night sleeping) I realised why its this point taken, and the reason is that I did that mesh using the lathe modifier, so the origin is where the source spline was, and not the centre of the volume. May Reset XForms fix it? –  Dane411 May 8 '11 at 10:24
    
It's probably worth a try - if that fails I'd try collapsing the modifier stack before exporting to see if you can get it working that way. –  user_123abc May 8 '11 at 16:30

2 Answers 2

find here a good description of why this problem exists and a script to solve it: xna3ds script

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This answer could be made much better by summarizing the content of the linked post, just in case the linked post ever goes away. –  Josh Petrie Nov 12 '12 at 16:13
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Well, as we talked in comments, the way to fix it was to reset transform matrix with the Xforms modifier.

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