Using the Cylinder object, you will create a central pole that will act as the hub for the revolving door. First, you set up units and snaps, and then create a new layer for the revolving door.
This tutorial does not require you to load any particular file to begin. At the beginning of subsequent lessons, you can continue working with your original scene, or you can open a “snapshot” scene in which we've saved the work to that point.
Set up the display unit scale:
Units Setup.
The Units Setup dialog appears.
Set the scale to Feet w/Decimal inches, if necessary.

Now, when you make something, its measurements are displayed in the command panels in familiar real-world terms.
Next you'll make some additions to the grid and snap settings.
Set up snaps:
(3D Snaps Toggle).
3ds Max opens the Grid And Snap Settings dialog.

Now, when Snap is on, you'll be able to snap to vertices, grid points, and edges.
You're ready to create a cylinder to serve as the central pole that rotates the revolving door.
Create a layer:
You can use the layer-management system for display and rendering purposes. Here you will create a new layer for the revolving door.

(Create New Layer).
This creates a new layer and opens the Create New Layer dialog.

The Revolving door layer is now current and visible in the Layers toolbar. Whatever you create now will be on this layer.
Create the hub:
Before creating the hub, you will adjust your viewport so you have a better view of the objects you will make.
(Orbit). Drag within the navigation orb to change the perspective view of the home grid so you have a view that is closer to ground level. When you are done, right-click the viewport to deactivate Orbit.

Orbit navigation orb
(3D Snaps Toggle) to turn it on.
Create panel, activate
(Geometry). Make sure Standard Primitives is chosen in the drop-down list, then on the Object Type rollout, click to activate Cylinder.
The Cylinder button highlights to indicate it is active and ready for use.

The cursor displays a snap icon and jumps to the grid points.

As you move the mouse away from the center, a flat shaded circle grows from your cursor. You are defining the radius of the cylinder as you move the mouse.
Notice that as you move away from the center of the grid the mouse will snap to grid points.

The snap has been turned off, while you are still in the middle of creating the cylinder. Now as you move your mouse, you are free from the snap control.

Make the cylinder any size you like. You're going to change the size in the next step.
Adjust the hub:
Immediately after creating an object, you can modify its parameters such as size and shape by changing these values on the Parameters rollout on the Create panel.
Modify panel and adjust the parameters there, or you can simply

(Zoom Extents).
The viewport zooms so you can see the entire cylinder.


The Cylinder changes into a tall box with four sides; this will make it easier to create the door. Later you'll change the pole back to a cylinder.

Reduce the segments.
Next you'll rotate the cylinder so the four sides line up with the grid.
Rotate the hub:

Zoom in and rotate the view.
(Select And Rotate).
The transform gizmo appears in the viewport.


The cylinder rotates around the Z axis so the sides line up with the grid.

Cylinder rotated
This will be the pole that revolves to turn the revolving door. You'll snap to its sides when you create an initial Pivot door object. After the other doors are cloned, you can increase the number of sides so it will look like a cylinder again.
Next you will create a tube object to make the door enclosure.
Save your work:
Application menu, choose Save As, and save your scene as
my_revolving_door_hub.max.