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The basic principles of these three tools are fairly self-explanatory: They
move, rotate and scale objects.
The most basic way to do this is to click and drag on the object in a
viewport.
If you need to be more precise, you can enter the transformation manually by
right clicking on the Tool Icon in the Toolbar. This brings up a window which
allows you to enter either new absolute
co-ordinates for the object (changes it's position in relation to the World
Co-ordinate System, discussed later), or
enter offset amounts (offsets the object in
relation to it's current position).
A slightly more complex aspect of these processes is the use of the Axis
Constraints:

When transforming an object, it is necessary
to decide which axis you wish to transform it on. When using the View
Co-ordinate System, which is the Max default, the axis will be as
follows:
x : horizontal plane
y : vertical plane
z : depth plane
The View Co-ordinate System is relative to whichever view is
active.
So, in practice, this means that if you try to use the Select
and Move Tool with the axis contraints set to XY,
you will be able to move the object up and down and left and right within the
active view.
If you set the constraint to X, you will only be able to move
the object left and right.
If you set the constraint to Y, you will only be able to move
the object up and down.
With the Select and Rotate Tool,
the same principles apply, only you will be rotating around the axis as
opposed to moving along it.
With the Select and Uniform Scale
Tool, you cannot constrain the axis, as by definition, Uniform
Scale means to scale the object uniformly
along all the axis. The other options contained within the Select
and Uniform Scale button, however, can be constained to particular axis.
These are Select and Non-uniform Scale, and Select
and Squash, and will be covered in a later Lecture.
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