you can rotate your object in 2 way.Which way you select is in base of your games and
algorithms and graphics of your programs.In first way you can set origin in game by
setOrigin function or like it.prerotate and postrotate function invoke this origin on
base of your origin and object default origin and make new origin.( see here for technical
information) This way is used when you want change your rotation origin on base of your game
algorithm and you havn't any fixed origin for your objects .But you can set your orotation origin in3d model maker software's and export it m3g.it is better using mascot capsule because some
exporter maybe can't export your origin and will be using default origin. For this porpose in 3ds
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algorithms and graphics of your programs.In first way you can set origin in game by
setOrigin function or like it.prerotate and postrotate function invoke this origin on
base of your origin and object default origin and make new origin.( see here for technical
information) This way is used when you want change your rotation origin on base of your game
algorithm and you havn't any fixed origin for your objects .But you can set your orotation origin in3d model maker software's and export it m3g.it is better using mascot capsule because some
exporter maybe can't export your origin and will be using default origin. For this porpose in 3ds
first in command panel we select hierarchy(third box from left)
then select pivot button and click on affect pivot only and then you can see small pivots.it is your