Turn Mesh Around its centermass

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Hi,
I export a model in .x or .3DS format, and load it into Blitz using LoadAnimMesh. The model itself is made by several objects (childs).

I can get all the childs using countchild and getchild from within Blitz.

The problem arises when I want to rotate a single object around an axis, for example the Y one.

In fact, the object does rotate, but the axis refers to the whole model axis, so the object does not turn among its Y axis, instead it follows a rounded path.

So I need to find out the way to rotate it as it where saved as single model, positioned at 0,0,0.

How can I achieve that ?

One way would be to put joints using Milkshape3D, assign the vertex to each joint, then re-export the model in .B3D, and then just find out each joint and turn it - the related vertices will then turn properly.

But this way is not very practical, because each time I modify the model (I use AC3D as modeller, but it has no joint capabilities), I have to re-import it into Mshape, add the joints, and re-export.

Anyone ?

Also, do you know how to turn on a snap-to-grid feature from within Milkshape ? The manual is rather poor..

Sergio.