From the course: 3ds Max 2024 Essential Training

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Moving objects in Reference Coordinate Systems

Moving objects in Reference Coordinate Systems - 3ds Max Tutorial

From the course: 3ds Max 2024 Essential Training

Moving objects in Reference Coordinate Systems

Whenever you transform something, that is move, rotate, or scale it, you need to transform it relative to some frame of reference. When you move something, do you want to move it relative to the world, or relative to the object itself, or relative to the screen and so on. Reference coordinates system can be chosen from this pull-down list up here on the main toolbar. And there are a bunch of options, we're not going to look at all of these, but just the most critical ones. The reference coordinate system is sticky per transform tool. In other words, you'll have different settings for move, rotate, and scale. And that's the default behavior. If you want to change that you can do that in the preferences so that all the transforms will share the same coordinate system. But I don't recommend that because it's really common that you want to, for example, always move in world or global space and always rotate in local or gimbal mode. Let's talk about reference coordinate systems in general,…

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