TransformΒΆ
The position, orientation and scale of scene graph nodes in a 3D scene are controlled by the
World Space
The
- World Default: The axes are in a left-handed, Y up world reference.
- World Maya: The axes are as in Maya, right-handed, Y up world reference.
- World 3dsMax: The axes are as in 3dsMax, right-handed, Z up world reference.
Transform Inherit
Transform
The scene graph transform is a 4x4 affine matrix that transforms the node position, orientation and scale. You can modify it by using the transform tools, but not edit its values manually.
Transform Stack
You can control more specifically the transform of a scene graph node by using the transform stack. The final transform is computed by concatenating the transform nodes from top to bottom. Different types of transforms are available:
- Euler: Applies a translation, rotation and scale. Each component can be individually changed and animated.
- Target: Applies a look-at rotation aligned on the Z axis towards a Target node. When creating a Target transform, an additional Target node is created.
- Constraint: Constraints the transform on another node transform.
- Shake: Applies a pseudo-random translation.
- Baked: Applies the transform coming from the baking package (Maya, Alembic). You can only have one baked transform.
You can add a transform node on the stack.
- Select a scene graph node.
- Choose the Transform type to add with the
Properties > Transform > Transform Stack > Add a Transform Node drop down list. - And click the Add button.
You can move a transform node up or down the transform stack.
- Select a scene graph node.
- Click the
Properties > Transform > Transform Stack > item > Move Up/Move Down button.
You can remove a transform node from the stack.
- Select a scene graph node.
- Click the
Properties > Transform > Transform Stack > item > Delete button.
You can reset the node transform to the identity.
- Select a scene graph node.
- Click the
Properties > Transform > Reset Transform button.