It may be because I'm exporting via Ultimate Unwrap instead of straight to Blitz, but I've found that objects don't report their own position. Regardless of where they are and what they're parented to, every object in the scene returns the same EntityX,Y and Z, even with the global flag set as above.
If you don't notice that problem with the method you use to export, then what Ross suggests is perfect.
If you do notice it, here's what I do instead. I create a 1,1,1 cube *centered* ( important because max defaults to making boxes with the pivot at the base and that'll be wrong ) at the position you want a pivot.
Then in the loading code, I FindChild the object, just as Ross showed above, run a little function to return the average of all the coordinates' x,y and z components and then free the cube.
It's a pretty inelegant solution, but it works.
If you don't notice that problem with the method you use to export, then what Ross suggests is perfect.
If you do notice it, here's what I do instead. I create a 1,1,1 cube *centered* ( important because max defaults to making boxes with the pivot at the base and that'll be wrong ) at the position you want a pivot.
Then in the loading code, I FindChild the object, just as Ross showed above, run a little function to return the average of all the coordinates' x,y and z components and then free the cube.
It's a pretty inelegant solution, but it works.