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Summary

By default, VRML shapes are built around the origin (0 0 0) of the top-level coordinate system known as the world coordinate system. In order to move a shape elsewhere in the scene, the shape must be created as a child of a Transform grouping node. It can then be positioned anywhere in the scene using that node's translation field. Children of a Transform node can be also be resized (either uniformly in all directions or along any given axis) using the node's scale field, while the node's rotation field is used to orient children in 3D space.

The Transform node creates a new coordinate system for its children, known as the children's local coordinate system, which is relative to the coordinate system in which the Transform node itself is defined. In other words, children of a Transform node reside in a coordinate system that is relative to the parent coordinate system of the Transform node.


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