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How To Use The Reference Coordinate System | Axis and Planes

Arizona Mar 22, 2019 3Ds Max Axis and Planes Series, 3Ds Max Tutorials 1 Comment

After reading this blog, you will be able to draw and navigate around the different planes and axis in 3Ds Max Reference Coordinate System much more easily.

3Ds Max Reference Coordinate System

It is really helpful to understand how the axis change in different environments. For example, if we rotate this object off axis and we try to move it, it will still be using the global view axis of your whole scene.

Modelling on default plane

 

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If you want to move it in the same direction that the object tilts in, you can go up to the ‘Reference Coordinate System’ and choose ‘Local’.

Choosing To Local

 

Now, you can see the gimbal (X,Y, Z) changes to the position of the tilt of your object. So you can move it in the same direction that your object is tilted in.

3Ds Max Reference Coordinate System Facing Object Rotation

 

So, if you tilt the object again in another random direction, the gimbal will change to the newly tilted position and you can move the object in that new direction.

3Ds Max Reference Coordinate System Facing Object Rotation

 

This is really useful when you are modelling different shapes and you would like to use the coordinate system of your object and not the entire scene.

 

Hopefully you found this blog helpful and if you would like to see a more in depth video tutorial, it will be linked below.

 

 


 

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One comment on “How To Use The Reference Coordinate System | Axis and Planes”

  1. VEDA Edu - July 1, 2020

    Thanks Arizona , It is a great blog. The information given on 3Ds Max is very very useful for all blog lovers. We also try to give quality education of vfx/gaming/animation to our students in Pune, India. Please checkout our course – https://www.veda-edu.com/diploma-in-3d-animation-in-pune/ and give your suggestions to make it more stronger and industry oriented.

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