9

Reference Coordinate System 443
Use Transform Coordinate Center (page
1–447)
Moving, Rotating, and Scaling Objects (page 1–423)
R eference Coordina te S yst em
Main toolbar > Reference Coordinate System list
The Reference Coordinate System list lets
you specify the coordinate system used for a
transformation (Mo v e, Rotate, and Scale). Options
include View, Screen, World (page 3–1035),Parent,
Local (page 3–963),Gimbal,Grid,andPick.
In the Screen coordinate system, all views
(including perspective views) use the viewport
screen coordinates.
ViewisahybridofWorldandScreencoordinate
systems. Using View, all orthographic views use
the Screen coordinate system, while perspective
views use the World coordinate system.
Note: Thecoordinatesystemissetona
transform-by-transform basis, so choose the
transform before you specify the coordinate
system. If you do not want the coordinate system
tochange,turnonCustomizemenu>Preferences
> General tab > Ref. Coord. System group >
Constant.
Inter face
ViewIn the default View coordinate system,
X, Y, and Z axes are the same in a l l or thogonal
viewports. When you move an object using this
coordinate system, you are moving it relative to
the space of the view port.
X always points right.
•Yalwayspointsup.
Z always points straig ht out of the screen
toward you.
Different orientations of the View coordinate system:
1. Top viewport.
2. Front viewport.
3. Left viewport.
4. Perspective viewport.
Screen—Uses the active v iewport screen as the
coordinate system.
X is horizontal, running in a positive direction
toward the right.
Y is vertical , running in a positive direction
upward.
Z is depth, running in a positive direction
toward you.
Since the Screen mode depends on the active
viewport for its orientation, th e X , Y, and Z
labels on an axis tripod (page 1–424) in an
inactive viewport show the orientation of
the currently active viewport. The labels on