2008
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 scale 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 on page 7736 .
An object can carry any number of modifiers, but only one set of transforms.
Although you can change transform values from frame to frame, each object
always has only one position, one rotation, and one scale transform.
You can animate your transforms by turning on the Auto Key button and
then performing the transform at any frame other than frame 0. This creates
a key for that transform at the current frame.
Transition
In the Motion Mixer and in Motion Flow, a transition is a gradual change
between two motion clips. You can set the frames at which the transition
starts and ends in each clip.
To find out how to use transitions in the Motion Mixer, see
Working with
Transitions
on page 3646 . For information on transitions in Motion Flow, see
Customizing Transitions on page 4444 .
7958 | Glossary