"Dog planing Learning Net"The reference coordinate system (Reference coordinate system) list is a coordinate system that lets you specify the transformations (move, rotate, rotate, and scale scales). Options include view coordinates, screen coordinates, world coordinates, global, parent, local coordinates local, grid coordinate grid, and pickup coordinate pick.
in the screen coordinate system, all views (including perspective) use viewport screen coordinates. View coordinates views are a mixed coordinate system of world coordinate worlds and screen coordinate screens. When using view coordinates, all orthographic views (orthgraphic View) use screen coordinates, but the graph uses world coordinates.
Note: The coordinate system is set on a transformation that is based on another transformation, so you should select the change mode before selecting the coordinate system. If you do not want to change the coordinate system, open customize menu > Preferences > General tab > Reference coordinate System group > Constant. explain it individually:View View coordinates: In the default coordinate system, X, Y, z three axes are the same in all (orthographic) views. When you move an object using this coordinate system, the object you are moving has the following relationship to the viewport space.
· The x-axis always points to the right (screen).
· The y-axis always points above (the screen).
· The z-axis is always perpendicular to the screen pointing to you. Screen coordinates: Use the active viewport screen as the coordinate system.
· The x-axis is horizontal, pointing directly to the right of the (screen) direction.
· The y-axis is vertical, pointing in the positive direction (the screen).
· The z-axis is deep in depth, pointing to you in the right direction.
Because the screen coordinate mode is to activate the viewport as its coordinate direction, the axis of x, Y, Z of the viewport is not activated to display the direction of the current active viewport. When you activate the viewport, the direction of the axis tripod will change.
World coordinates: From the front view front see:
· The x-axis is pointing in the right direction (screen).
· The z-axis is pointing directly above (the screen).
· The y-axis deviates from you in the right direction. Parent Coordinate: the coordinate system that uses the parent object of the selected object. If the object is not linked to a particular object, then it is the child of the world, that is, the parent coordinate is the same as the world coordinates. Local coordinates: Use the coordinate system of the selected object. The local coordinates of an object come from its pivot point. You can adjust the position and orientation of the local coordinates relative to the object by using the Hierarchy command panel in the options.
When local coordinates are active, the button "Use Transform Center" does not work, and the transformation uses a local axis as the center of the transformation. In a selection set of several objects, each using its own center to do the transformation. Grid Grid coordinates: Use the coordinate system that activates the grid. Pick pickup Coordinates: Use the coordinate system of another object in the scene.
When you select Pick, click to select a single object, and the coordinate system of the object will be used for the transformation. The name of the object appears in the Transform Coordinate series table.
The fact is that the name of the object stored in the list allows you to pick up the coordinate system of this object, change the active coordinate system, and use the object coordinate system later. The list stores four recently picked object names.
When you use pick coordinates to specify an object as the reference coordinate system, you can press "H" to display the Select Object dialog box and select the object from there.
----World Coordinate system--global coordinate system World space is the world coordinate system, and the world coordinate system is used by software to track objects in the scene. When you see the main involve in the viewport, you see the World space coordinate system. World space is immutable.
----Local coordinate system--The local coordinate system is a coordinate system that has a specific relationship to the selected object.
Each object has its own local center and coordinate system, which is the same as the position and direction of the defined pivot point for this object. The local center and coordinate system of an object union defines its object space.
The direction of the X, Y, Z axis of the object, which depends on the current transformation of the object. Compared to the world coordinate system. When you accidentally rotate an object you can see the difference between the two coordinate systems, such as the wheel of a car model, and the world axis instead of the object's local axis. The wheel immediately flies along a large arc, because the center of rotation is at the origin of the world coordinates.
To rotate the wheel correctly, first transform the coordinate system to local coordinates, using the Reference Coordinate series table in the toolbar. The wheel rotates around its own center, where it is the origin of his local coordinates.
----Pivot point--pivot point The transformation Center, or pivot point, is the part where rotation or proportional deformation occurs.
All objects have a pivot point. You can imagine a pivot point as a representation of the local center or local coordinate system of an object.
The pivot point of an object is used for several purposes:
• When the pivot Point Transformation Center is selected, as the center of the rotation and scale transformation.
• Set the default location for the modifier center.
• Define the transformation origin of the linked sub-object.
• Define where IK is combined.
By using the pivot feature in the Hierarchy command panel, you can display and adjust the position and orientation of the pivot point of an object at any time, adjusting the pivot point of an object without affecting any of its linked sub-objects. Disclaimer: This document is from the "Dog Planing Learning Network" community, is the Netizen self-published Unity3d study articles, if there is any content violated your relevant interests, please communicate with the official, we will deal with the real-time.
More Highlights:Www.gopedu.com
Unity3d Reference coordinate system