Y-Rotate sends character across the workspace.
in The Commons
So I am working on a new scene, and the Y-Rotate function sends a V7 model across the screen, like it is rotating around a point of some sort in the middle, then I need to pull back into place using the X/Z traslate functions. Is this normal? Do I have a setting messed up somewhere?

Comments
I've had that happen. It's like it's locked to the 0,0 position. I've had characters jump back to 0,0 when I apply poses as well. I usually give a big sigh, cuss under my breath and spend the next 5 minutes re-setting up the positioning. Really annoying.
I'd love to know why this happens too.
When weird stuff like that happens I generally delete the offending model, save and close then open up the program again and reload the model. But no that's not normal.
Hmmm that didn't help LOL...
See attached file, it rotates around the point on the floor no where close to the model.
If the file would attach????
If you applied a bought pose that's set up for a specific item then an offset can be applied to the hip, rather than the full model.
Try either zeroing the the hip offsets, or zero the model pose and action the pose file with the <ctrl> button held down (which brings up a dialogue) and uncheck the offset transforms before applying.
OMG thank you!!!!!
I was just about to suggest the hip check, lol. Some pose sets come with a "use anywhere" version. I don't mind the pose translating the hip in Y, but X and Z translations should only be applied to the body.
One thing that peeves me is props that seem to have no logical axis of rotation. Put a knife in Vickie's hand. But wait, you want the blade pointed the other direction? Rotate it logically, and the poor dear cuts her hand off! Hate when that happens...
In that case you can create a null and parent the knife to the null and the null to her hand. Select the null and you can rotate that knife with ease.
As a habit, I always position my figures then lock the x, y, and z sliders before adding any poses to keep the from moving.
Yes, I know that, but on some items, it can be tedious to get it right. It's an extra step that should not be necessary.
Check the hip translate values x,y,z of your G3F/V7 seems that your G3F/V7 hip values are not at zero