請問

各3ds max 用戶可在這裡交流問題和分享制作經驗

版主: xam, sobig

請問

文章gtr333333 » 22日 11月 2008年, 10:28

請問圖中箭咀指住兩個function點解同點用架? 唔該~ :oops:
附加檔案
AAA.JPG
AAA.JPG (26.39 KiB) 被瀏覽 3625 次
頭像
gtr333333
討論區新秀
討論區新秀
 
文章: 41
註冊時間: 25日 9月 2008年, 13:22
來自: Hong Kong

Share On:

Share on Facebook Facebook Share on Twitter Twitter

文章sobig » 22日 11月 2008年, 17:23

The Reference Coordinate System list lets you specify the coordinate system used for a transformation (Move, Rotate, and Scale). Options include View, Screen, World, Parent, Local, Gimbal, Grid, and Pick.

In the Screen coordinate system, all views (including perspective views) use the viewport screen coordinates.

View is a hybrid of World and Screen coordinate systems. Using View, all orthographic views use the Screen coordinate system, while perspective views use the World coordinate system.

Note: The coordinate system is set on a transform-by-transform basis, so choose the transform before you specify the coordinate system. If you do not want the coordinate system to change, turn on Customize menu > Preferences > General tab > Ref. Coord. System group > Constant.


View—In the default View coordinate system, X, Y, and Z axes are the same in all orthogonal viewports. When you move an object using this coordinate system, you are moving it relative to the space of the viewport.

X always points right.

Y always points up.

Z always points straight out of the screen toward you.


Screen—Uses the active viewport 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, the X, Y, and Z labels on an axis tripod in an inactive viewport show the orientation of the currently active viewport. The labels on that tripod will change when you activate the viewport it is in.


The coordinate system in Screen mode is always relative to the point of view.


World—Uses 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 away from you.


The World coordinate system is always fixed.



Parent—Uses the coordinate system of the parent of the selected object. If the object is not linked to a specific object, it's a child of the world, and the parent coordinate system is the same as the world coordinate system.



Local—Uses the coordinate system of the selected object. An object's local coordinate system is carried by its pivot point. You can adjust the position and orientation of the local coordinate system, relative to its object, using the options on the Hierarchy command panel.

When Local is active, the Use Transform Center button is inactive and all transforms use the local axis as the center of transformation. In a selection set of several objects, each uses its own center for the transform.


Local uses an individual coordinate system for each object.


Gimbal—The Gimbal coordinate system is meant to be used with the Euler XYZ Rotation controller. It is similar to Local, but its three rotation axes are not necessarily orthogonal to each other.

When you rotate about a single axis with the Local and Parent coordinate systems, this can change two or three of the Euler XYZ tracks. The Gimbal coordinate system avoids this problem: Euler XYZ rotation about one axis changes only that axis's track. This makes function curve editing easier. Also, absolute transform type-in with Gimbal coordinates uses the same Euler angle values as the animation tracks (as opposed to Euler angles relative to the World or Parent coordinate system, as those coordinate systems require).

For move and scale transforms, Gimbal coordinates are the same as Parent coordinates. When the object does not have an Euler XYZ Rotation controller assigned, Gimbal rotation is the same as Parent rotation.

The Euler XYZ controller can be the active controller in a List controller, too.



Grid—Uses the coordinate system of the active grid.


Using an active grid coordinate system.



Pick—Uses the coordinate system of another object in the scene.

After you choose Pick, click to select the single object whose coordinate system the transforms will use. The object's name appears in the Transform Coordinate System list.

Because the software saves an object's name in the list, you can pick an object's coordinate system, change the active coordinate system, and then use the object's coordinate system again at a later time. The list saves the four most recently picked object names.

When using Pick to specify an object as a reference coordinate system, you can press H to display the Select Objects dialog and pick the object from there.


tell u another one later one
香港 3ds max 用戶組

cg is for fun, not for money.
otherwise, cg is not yours.
頭像
sobig
討論區主持
討論區主持
 
文章: 1869
註冊時間: 4日 5月 2006年, 00:29
來自: max

文章gtr333333 » 24日 11月 2008年, 10:14

Thank you very much~!!! :mrgreen: :mrgreen:
頭像
gtr333333
討論區新秀
討論區新秀
 
文章: 41
註冊時間: 25日 9月 2008年, 13:22
來自: Hong Kong

Re: 請問

文章xam » 21日 1月 2009年, 10:02

gtr333333 寫:請問圖中箭咀指住兩個function點解同點用架? 唔該~ :oops:


The T button is use for keyboard shortcut override. When the Override toggle is off, only the Main User Interface shortcuts are recognized. When Override is on, both Main UI and functional area shortcuts are recognized; however, if there is a conflict between a shortcut assigned to a feature and one assigned to the Main UI, when Override is on, the feature's shortcut takes precedence.

So there is why when you are working on Edit Poly, for example, some shortcuts is not working and will also mesh up your polygon model.
香港 3ds max 用戶組
頭像
xam
討論區主持
討論區主持
 
文章: 236
註冊時間: 30日 8月 2002年, 11:02


回到 Autodesk 3ds Max

誰在線上

正在瀏覽這個版面的使用者:沒有註冊會員 和 12 位訪客