Im sorry Hornberger, im not sure i understand what you mean by apply transforms before the script. I had my object, detached the elements then ran Johnys script…where do i apply transformations? Sorry to be dense… i thought i was good at 3dsmax, but i have never done anything like this.
here’s the concept. consider a plane with 1 length and width segment converted to an editable polygon. When you move,rotate,scale this plane you are applying “transformations” to it, these are stored in the position,rotation,scale controllers of that plane in the form of keys. But when you enter the polygon sub-object mode and rotate,scale the one polygon which makes up this plane, these transformations will not be stored in any controller. these transformations (rotation and scale) you apply to the polygon are stored as vertex position inside the editable polygon oh and it also stores the normal of the polygon which is actually a vector perpendicular to the plane containing the polygon.
here’s a picture, it shows the local pivot point of the plane (notice the orientation of the pivot point)
In the left image 45 degree rotation about the z-axis was applied to the polygon, in the right image the same rotation was applied to the plane object

and here is another picture showing what happens when you align boxes to these planes :

the challenge is to use the information stored in the editable polygon to derive the correct transformation matrix for a particular polygon
which i hope jhonny’s script will do for you once you have done as he said in his last post
hope i made the concept clear.
cheers! 