Action: Define Local Space
Local space is a second frame of reference that you place wherever you want, so you can measure from a spot and direction that matter to you instead of the fixed corner of your immersive space. Every cube shares it. (For the idea behind it, read Concept - Local Space.)
Set Local Space
- Place a cube exactly where you want your new origin — a table corner, an edge, a reference point.
- If direction matters, turn the cube so its axes point the way you want local space to run — along a table edge, say. Set Cube to World Rotation first gives you a clean, square start.
- On that cube's window, press Set Local Space.
That cube now reads Local Location (0, 0, 0), and every other cube's Local numbers are measured from it, along its directions. All the cube windows update at once.
Reset Local Space
Press Reset Local Space on any cube window to throw your custom frame away and line local space back up with world space. Local and World readings then match again.
Where the local numbers show up
- Each cube window has a Local Space card next to its World Space card. Its EDIT control types those numbers in directly (see Action - Edit a Cube by Numbers).
- The TXT export lists every cube's Local location and rotation.
- Set Cube to Local Rotation turns a cube to match your local frame's direction.
When to use it
- Measuring across a tilted surface, when you want the numbers to follow that surface instead of your immersive space.
- Treating one cube as a "home base" and reading everything else relative to it.
- Rebuilding a layout elsewhere: set the same local origin, and the relative numbers carry over.
Tip
Local space copies the position and rotation the cube had at the moment you pressed the button. Moving that cube afterward does not drag local space along — press Set Local Space again to re‑anchor it.