8
424 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
Inter face
View—In the default View coordinate system,
X, Y, and Z axes are t he same in all orthogonal
viewports. When you m ove an object using this
coordinate system, you are moving it relat ive to
the sp a ce of the viewport.
• X always points rig ht.
•Yalwayspointsup.
• Z always points straight 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—Usestheactiveviewportscreenasthe
coordinate system.
• X is horizontal, running in a positive direction
toward the right.
• Y is vertical, runni ng 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, the X, Y, and Z
labels on an
axis tr ipod (page 1–403)
in an
inactive viewport show the orientation of
the currently active viewport. The labels on
that tripod will change when you activate the
view por t it is in.
The coordinate system i n Screen mode is always relative to
the point of view.
World —U ses the world coordinate system. Seen
from the front:
• X runs in a positive direction to the right.
• Z runs in a positive direction upward.
• Y runs in a positive direction awa y from you.