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1026 G lossa ry
Move gizmo
Rotate gizmo
Scale gizm o
Transforms
Moving, rotating, and scaling a figure
When you create any object, 3ds Max records
its position, rotation, and scale information
in an internal table called a transformation
matrix. Subsequent position, rotation, and sca le
adjustments are called transforms.
An object’s actual position within the world
coordinate system is always calculated in relation
to its internal, or local coordinate system, which is
based on the object’s transformation matrix. The
origin of the local coordinate system is the center
of the object’s bounding box (page 3–919).
An object can carry any number of m odifiers, but
only one set of transforms. Although you can
change transform values from f rame to frame,