by Chacal » Sun Sep 21, 2014 1:58 pm
When you add a new object, it is oriented in the same way as the world, i.e. it's x,y,z axes are in the same directions as the world's x,y,z axes. So its local orientation is the same as its world orientation.
As soon as you rotate it in any direction, its local orientation is no longer the same as its world orientation.
You can test this by adding an object and switching between world and local. You will see the colored axes are in the same directions for both views. Then rotate the object, and now the axes are different.
WIth only world axes, moving an object around in the editor was frustrating, because the world axes seldom pointed in the direction you wanted to move the object. Moving a scenario marker a long distance, for example, was maddening.
By switching to local axes, you just rotate the object so it faces the desired direction, then you slide it on its way.
Also box objects such as houses are always built along their axes, so it is more natural to move them along local axes.
E.g. moving a house along its local axes will move it forwards and backwards, up and down, side to side.
Over the hill and gathering speed