It's still not working. I did exactly what you said, in terms of the hierarchy tab and hitting reset.
The temporary workaround I'm using is: on exitFrame me global doorflag global garage garage = member("3dworld").model("doors") if doorflag = false then if (garage<>void) then garage.transform.rotate(-90,0,0) doorflag = true member("output").text = "doors rotated!" else member("output").text = "not doors" end if end if This works but its very ugly, and I don't want to have to do it with several models. I had to do it on an exitframe handler, because when I try to do it on the initialize frame (set up), if the doors are not completely loaded I get an error when I try to turn them. Any more details about how you got it to work in MAX will be greatly appreciated!!! Are you using Max 5? > > At 07:09 AM 4/3/2003 -0500, you wrote: > >I am using 3ds max 5. I just downloaded the 3ds max 4 exporter, (which is > >said to work with max 5). > >It works fine, textures and all, but the z axis orientation is messed up > >due to Max's z axis being "up and down". > >So all models come out on their side. > >I'm sure this is a common problem; what is the remedy for this? I > >couldn't find any relevant parameter changes to make in the exporter. > > I was just playing with this stuff today and I found that if you select > your models and click the Reset > Transform button in the 'Hierarchy' tab > and then export. The axis orientation is the 'right' way > X - Left to right > Y - Up and down > Z - Front to back > > HTH > ...Neil > [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]