From the course: 3ds Max 2025 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 2025 Essential Training

Moving objects in reference coordinate systems

- [Instructor] Whenever we transform something in 3D, we need to have a point of reference for that transformation. If we move something, are we moving it relative to the world grid, relative to the viewport, or relative to the selected object itself? And our choices for frame of reference are made from this pull down list up here on the main toolbar, Reference Coordinate System. If I click on that, we'll see we have a bunch of options. I'm not going to go over all of them, just the ones you'll need most commonly. The reference coordinate system choice is sticky per transform. In other words, when we choose the move, rotate, or scale tool, the reference coordinate system pull down will remember whatever choice we made the last time we entered that particular transform tool. And that's good, we want that, because it's really common that we want to always move in, for example, the world reference coordinate system, but we may want to always rotate around the objects local axes. In this…

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