From the course: 3ds Max 2017 Essential Training

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Choosing a coordinate system

Choosing a coordinate system - 3ds Max Tutorial

From the course: 3ds Max 2017 Essential Training

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Choosing a coordinate system

- [Voiceover] In this chapter, we'll take a deeper look at manipulating objects. For the first couple of movies, I just want to use this very simple primitive scene, so that we can isolate these effects without being distracted by too much model detail. The first thing let's look at is reference coordinate systems. When you transform an object in 3D, you have to have some point of reference for that transformation. In other words, if you move in X for example, are you moving in the X axis of the world or of the object itself? Those are often two different things. To change the point of reference for transformations, you'll go up here to the main toolbar, and you'll see a pull-down list that's labeled View by default, and that's the reference coordinate system. Each one of the transforms, move, rotate, and scale, has its own reference coordinate system. If you change this pull-down list for move, that does not change it for rotate, each one is separate. All right, let's take a look…

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