From the course: 3ds Max 2021 Essential Training
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Moving objects in reference coordinate systems - 3ds Max Tutorial
From the course: 3ds Max 2021 Essential Training
Moving objects in reference coordinate systems
- [Instructor] When an object is transformed that is moved, rotated or scaled, it needs to be transformed relative to some point of reference. When you move something, are you moving it relative to the world grid, or are you moving it relative to the selected object itself? We can choose a reference coordinate system from this pull down list on the main toolbar, and we have a bunch of options. We're not going to cover all of them, just the most important ones. The reference coordinate system is sticky for each one of the transform tools of Move, Rotate and Scale. So for example, if you choose a reference coordinate system for the Move tool, by default that will not effect the coordinate system for Rotate. They're independent of one another unless you change that behavior in the Preferences. The default coordinate system is view, choose the Move tool and select some object to display the Move gizmo. In that top view…
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Contents
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Specifying display units5m 22s
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Specifying system units4m 38s
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Defining the home grid4m 44s
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Saving a maxstart.max template scene3m 11s
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Merging scenes5m 4s
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Duplicating object instances with Array4m 22s
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Clone objects with transforms1m 15s
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Introducing snap4m 36s
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Precision transforms with Grid and Snap4m 38s
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Outlining object names with Scene Explorer3m 53s
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Collecting objects in groups5m 4s
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Managing display layers3m 43s
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Controlling object and layer display properties5m 4s
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Understanding XREF external references3m 4s
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Creating an XREFrecord6m 52s
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Moving objects in reference coordinate systems5m 14s
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Rotating objects in reference coordinate systems4m 5s
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Manipulating objects around a Transform Coordinate Center4m 23s
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Using Isolate Selection and Lock Selection2m 25s
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Selecting in Window and Crossing modes4m
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