DCC production guide
Coordinate Systems, Transforms, and Pivot Setup Guide
Direct answer: Choose the coordinate frame before editing: use world space for scene alignment, local space for movement along an object’s own axes, and object space for stored geometry. Place the pivot for the intended rotation or placement behavior. Apply or freeze transforms only after checking children, rigs, modifiers, instances, and export requirements.
Coordinate SystemWorld SpaceLocal SpacePivot OffsetApply TransformFreeze Transformations
Coordinate frames control different operations
A transform is interpreted relative to a frame. World axes remain fixed for layout and global height checks; local axes follow the object and are useful for doors, wheels, and modular pieces; object coordinates describe points before the object transform is evaluated. A coordinate system mismatch often looks like a rotation problem even when the numeric channels are valid. Record the target up axis, forward axis, handedness, and unit scale before an interchange export.
Safe transform and pivot workflow
Duplicate or version the asset, reveal constraints and parenting, and inspect the transform matrix for negative or non-uniform scale. Confirm the desired pivot location and orientation, then test one representative rotation. Apply scale before operations that depend on physical dimensions, such as bevel width, cloth, or collision generation. Freeze channels only when the receiving workflow expects clean values. Export a test asset and compare its bounds, origin, orientation, and child placement in the destination.
Settings to inspect before freezing
Check translate, rotate, scale, rotation order, pivot position, pivot orientation, parent inverse matrix, and unit conversion. In a hierarchy, inspect both the selected node and its parent because a clean child can inherit a mirrored matrix. For animated assets, preserve joint orientation and bind pose. For procedural stacks, confirm whether modifiers evaluate before or after object scale. A displayed zero is not proof that the underlying matrix is safe.
Constraints and destructive boundaries
Applying transforms changes how geometry and downstream operations interpret the object matrix. It can alter bevels, arrays, simulations, normals, skinning, constraints, and instanced assets. Freezing an animated control can invalidate keyed values or retargeting assumptions. Never normalize a production hierarchy merely to make the channel box look tidy. If clean channels are mandatory, insert a parent offset group or rebuild the export node while leaving authored animation untouched.
Decision example: a modular door
A door arrives at world origin with a centered pivot, scale 100, and a rotated parent. The engine needs centimeters, Z-up conversion, and rotation around the hinge. First resolve units on a duplicate, then move the pivot to the hinge and align its local vertical axis. Apply scale while the mesh is unparented or compensating matrices are controlled. Reattach it, rotate it 90 degrees as a functional test, and verify that collision and bounds follow.
Failure diagnosis by symptom
An object rotating in an unexpected arc usually has the wrong pivot or an offset parent. Movement along surprising directions indicates local-axis orientation or parent rotation. A mirrored export often comes from negative scale or handedness conversion. Exploding children point to matrix baking without hierarchy compensation. A mesh that changes shading after transform application may need normals corrected. Compare matrix, bounds, and axis vectors before editing geometry; otherwise the original fault is hidden.
Evidence checklist for delivery
Capture the object at zero pose and at one test rotation. Record world position, local axis orientation, scale values, dimensions, unit settings, and hierarchy path. Show the pivot at the intended hinge, contact point, or center of mass. In the destination application, verify forward/up direction, bounding box, collision alignment, and one parent-child motion. Keep the exported file and import preset with the review so another artist can reproduce the result.
Multilingual workflow handoff
Keep each Chinese, English, and Japanese production label together with the action it controls. This table is intended for review tickets, presets, and export notes rather than isolated vocabulary study.
| 中文 | English | 日本語 | Workflow usage note |
|---|---|---|---|
| 局部坐标 | Local Space | ローカル座標 | Choose this frame for movement along the asset’s own oriented axes. |
| 世界坐标 | World Space | ワールド座標 | Use this frame for scene alignment and global placement checks. |
| 对象坐标 | Object Space | オブジェクト座標 | Use this when discussing stored geometry before the object matrix. |
| 枢轴点 | Pivot Point | ピボットポイント | Place it for the required rotation, snapping, or assembly behavior. |
| 应用变换 | Apply Transform | トランスフォームを適用 | Bake selected transform components only after dependency checks. |
| 冻结变换 | Freeze Transformations | トランスフォームをフリーズ | Clean displayed channels without breaking animation assumptions. |
Related references and next step
Open SEELE AI workspaceFAQ
Is applying transforms the same as freezing transformations?
No. Applications use different implementations: one may bake the matrix into geometry, while another may preserve an offset matrix. Test the destination behavior, not just the displayed channels.
Should every game asset have scale 1,1,1?
Usually at the export boundary, but not by destructively changing a rig or procedural source. A dedicated export node can provide clean scale.
Where should a pivot be placed?
At the functional point: hinge for a door, contact plane for a prop, center of mass for physics, or an agreed modular origin.
Why does a child move after its parent is frozen?
The parent matrix changed without equivalent compensation in the child or parent-inverse matrix. Restore the prior matrix and freeze through a hierarchy-aware workflow.