From the course: 3ds Max 2019 Essential Training
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Choosing a reference coordinate system - 3ds Max Tutorial
From the course: 3ds Max 2019 Essential Training
Choosing a reference coordinate system
- [Instructor] When an object is transformed, that is, moved, rotated, or scaled, it needs to be transformed relative to some point of reference, and that is the reference coordinate system for the transform. So when you move something, are you moving it relative to the world grid? Or are you moving it relative to the object itself? We can choose our reference coordinate systems from the pull-down list on here on the main toolbar. And we have a bunch of options. We're not going to look at all of them, just the most important ones. And the reference coordinate system is sticky for each one of the three transforms of move, rotate, and scale. So if you choose a different reference coordinate system for move, that will not affect the coordinate system for rotate. They're independent of one another. So the default for move is the View coordinate system. And if I select this monitor, I can see that I get a move gizmo if the move tool is active. And in the top view, the move gizmo, or…
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Contents
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Getting familiar with the interface3m 14s
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(Locked)
Customizing a workspace6m 19s
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(Locked)
Customizing viewport and grid colors4m 26s
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(Locked)
Creating and manipulating primitives5m 49s
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(Locked)
Transforming objects with Move and Rotate6m 15s
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(Locked)
Navigating in viewports6m 35s
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(Locked)
Choosing viewport shading modes4m 4s
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(Locked)
Saving time with keyboard shortcut hotkeys5m 41s
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(Locked)
Customizing hotkeys4m 29s
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(Locked)
Choosing a reference coordinate system8m 27s
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(Locked)
Manipulating objects around a transform center3m 42s
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(Locked)
Using the Scene Explorer outline2m 6s
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(Locked)
Configuring viewport layouts4m 16s
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(Locked)
Using Isolate Selection and Lock Selection2m 26s
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(Locked)
Selecting in window and crossing modes1m 51s
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