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MAX axes (x,y,z) and local vs world???
show user profile  primenumber
It's always been a sketchy grasp I've had on Max coordinates system(s), which is different than what I'd learned as conventional..... x and y being left/right and up/down, and z being toward/away.

Max switches y and z (y is toward/away, z is up/down), but not always....???? Would be nice to know of a way to set up working in one consistent system like other 3D pkgs do.... y is y and z is z, or to know how to anticipate when and why Max does (or doesn't) suddenly switch y and z??

TIA for any info.....

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4/7/2014 7:20:01 PM (last edit: 4/7/2014 7:20:01 PM)
show user profile  Dave
Honestly... I have no goddamn idea. I'll often use "align to X, Y or Z" during a standard modelling process, and Max does seem to switch it up depending on what viewport you're in, but also what viewport you were in, which makes things so confusing.

Using Ctrl Z has been become synonymous when using the "align to [axis]" for me, as I just can't predict what Max will do.

It could just be that I've never fully understood how it works, but it definitely seems broken to an extent. ie, if I'm ever working in the perspective view, and I try to align faces to an axis, I expect them to align to that axis. Sometimes it does what I expect, sometimes it does not.

"I flew over Egypt once"

read 452 times
4/7/2014 7:30:41 PM (last edit: 4/7/2014 7:33:11 PM)
show user profile  FX
^^^ Ditto, seems to have a mind of it's own.

miauus work-plane may give you global control, never tried it tho'

read 427 times
4/7/2014 8:49:56 PM (last edit: 4/7/2014 8:49:56 PM)
show user profile  Mr_Stabby
up/down/left/right/whatever has no inherit meaning, one can define space however they choose.
However, it is universally accepted for x and y to represent a top-down view(horizontally and vertically in their respective order) and z to be the depth (or height from human perspective).

Next is the concept of a transform, various types exist but the most common one in computer graphics or anywhere else is the 4x4 matrix. The matrix holds data about the position, orientation and scale. In essence, a matrix creates a new definition of what is left/right or up/down.

In practice, all meshes in max are positioned around 0,0,0 with 0,0,0,0 orientation and 1,1,1 scale. When you move an item in object level, the vertex positions stay the same but the objects local matrix changes. When you link object a to object b, object a's presentation algorithm changes from =a to =a*b so basically you're putting object a into object b's local space.

The way max shows coordinates or whatever parameters depends on the coordinate system you have active.
World - means that all parameters are translated to the standard xy topdown + z depth through whatever other spaces they have in their way
View - means the top-down plane is redefined according to whatever view you're in. For instance in front view, x stays left/right, y becomes height and z becomes depth. In perspective view, the standard world coordsys is used.
Screen - means the top-down plane is locked to your screen
Parent - coordinate system according to whatever the linked parent is, in case of no defined parent the default parent is world space
Local - coordsys is derived from objects current transform
Gimbal, Grid, Working - not sure, never used those. I guess some other types of potentially useful spaces.

As for your question specifically - it switches y and z because by default max is in View coordsys, if you want it to always stay the same switch to world. All though, i suggest you also familiarize yourself with local and screen modes. The former is very useful for editing objects that have already been rotated or moved, the latter is useful for working on things at weird angles.

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4/7/2014 9:01:24 PM (last edit: 4/7/2014 9:05:55 PM)
show user profile  FX
I autogrid an object onto a face of something I'm working on and use the "pick" option in the co-ordinate sys drop-down to select the object and use it's xyz to control vert moving, maybe a lazy way, but it works.
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4/7/2014 11:17:23 PM (last edit: 4/7/2014 11:17:23 PM)
show user profile  digital3ds
Gimbal is important for rigging and animation - referring to the rotation order of the object

xyz - x rotates the object along the x axis, y rotates the object along the y axis and brings x along with it, z rotates the object along the z axis and brings y and x along with it
etc etc etc

I find zxy to be the most common axis order I use when rigging

very important for avoiding gimbal lock during animation, not important when modeling
- Mike Sawicki

read 399 times
4/7/2014 11:33:23 PM (last edit: 4/7/2014 11:39:58 PM)
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