That is exactly it Pascal.
Currently, I create a line through the center, then create another line perpendicular to world. I then rotate my object from it’s current orientation to the world orientation. There, I define the block. Then I rotate the item back to the intended angle for rendering.
It’s not a Ton of work, but often people like to give me what most people would consider unrealistic deadlines. If I can fit in defining something like a knob rotation in that time, I would. Because someone will change graphics on me and say, “Shoot…can you real quick rotate that knob in the rendering?” Ok, clearly they don’t understand the limitations of 3D space in Photoshop, but I’ll keep the illusion alive that I am capable of all sorts of wizardry. If I failed to set that up, I have to go All the way back to Rhino, rotate it, import that into keyshot, render the knob, and then photoshop that knob render into the render.
Speeding up the workflow for defining a block with it’s as-built space quickly would end up being a huge time saver.
Pascal, you always seem to be able to create a script for anything. I get called wizard in photoshop, and oddly enough, powerpoint, but you are definitely a rhino scripting wizard.