I would recommend using an already built 3D Modeler like 3DS Max, and placing Dummies (for position and rotation), and Primitives (for hotzones) around on object positions, naming the objects properly, and then exporting with, say, B3D Pipeline (turning on the Export Helpers as Pivots, of course!).
Then you could load your level in Blitz3D (With LoadAnimMesh, of course, so you keep those child informations right), and then getting them through FindChild with the name you applied with the modeler. For the primitives, you'd hide them with an alpha of 0.0 (so they'd still be processed with collision), and no need to hide the pivots as they have no visual aspect.
Then you'd have a whole working level editor very quick and easy to use. I've been working with this from a long time. You can animate a dummy, for example, and inside Blitz you can parent a camera to it and have fully animated camera Cutscene! You can have Waypoints (with pivots, as well), all just too easy to use. It's a very adequate approach to Level Editing.
Then you could load your level in Blitz3D (With LoadAnimMesh, of course, so you keep those child informations right), and then getting them through FindChild with the name you applied with the modeler. For the primitives, you'd hide them with an alpha of 0.0 (so they'd still be processed with collision), and no need to hide the pivots as they have no visual aspect.
Then you'd have a whole working level editor very quick and easy to use. I've been working with this from a long time. You can animate a dummy, for example, and inside Blitz you can parent a camera to it and have fully animated camera Cutscene! You can have Waypoints (with pivots, as well), all just too easy to use. It's a very adequate approach to Level Editing.