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Co-ordinate Systems:

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We have already discussed what a co-ordinate system is, so now you need to be aware of the different co-ordinate systems and what they do. The different co-ordinate systems are:
  • View
  • Screen
  • World
  • Parent
  • Local
  • Grid
  • Pick
View:

We have already touched on the View co-ordinate system. It is relative to the whichever View is currently active. If you rotate the object, the View co-ordinate system remains unchanged. However, if you rotate the View, the co-ordinate system rotates with it.

Screen:

The Screen Co-ordinate System is very similar to the View Co-ordinate System, except that when the View is rotated, the Screen Co-ordinate system remains unchanged.

World:

The World co-ordinate system begins from a point in space called the Origin. This is defined as x:0,y:0,z:0, and represents the centre of our 3D universe. From this point, our 3 axis extend as follows:

  • x axis    Horizonal plane with increasingly positive values moving toward the right.
  • y axis    Depth plane, with increasingly positive values moving away from the front view.
  • z axis    Vertical plane with increasingly positive values moving up.

    The World Co-ordinate System is shown in the bottom left hand corner of each view. You may have noticed that in relation to the View Co-ordinate System, the Y and Z axis have swapped. This can be confusing, but it's just the way it is. The World Co-ordinate System is unchanging, and is relative to nothing but it's own origin. The World Co-ordinate System is used to calculate the position of all objects in the scene.

    When we describe things in relation to the World Co-ordinate System, we refer to Absolute Values.

Parent:

This option uses the local co-ordinate system of the objects parent, as defined by the hierarachy. This will be covered in a later chapter.

Local:

A Local Co-ordinate System is generated for every object when it is created, based on the View in which it is created. If the object is rotated, the Local Co-ordinate System will rotate with it.

Grid:

This uses the axis of the active grid. User grids can be created and positioned in the scene. We don't need to worry about this option as we wont be using it.

Pick:

This option allows you to pick and use the co-ordinate system of another object. This is useful for moving an object along the surface of another object.

The following exercise allows you to try out these co-ordinate systems. Don't worry if you get confused, it will all make much more sense when you start using Max more. Although it is possible to muddle through without really understanding these concepts (I know I did!), I can't emphasise enough how much easier it all becomes once you understand them.

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