The
[ **in**
] **coordsys
<coordsys_spec>** context corresponds to the
current reference coordinate system list in the main
**3ds
Max** toolbar. Prefixing an
expression, operation, or block-expression with a
**coordsys**
context causes 3D
coordinate operations to be interpreted in the specified coordinate
system. Moving, scaling, or rotating objects, or setting
transform-related properties within a **coordsys**
context operate in
relation to the given **coordsys**. Accessing
coordinate properties such as position, center, rotation axis, and
so on, within a **coordsys**
context causes those
values to be delivered relative to the given **coordsys**.

The following forms are supported:

[
**in**
]
**coordsys
world**

use the world space coordinate system

[
**in**
]
**coordsys
local**

use the object's local coordinate system

[
**in**
]
**coordsys
parent**

use the object's parent's coordinate system

[
**in**
]
**coordsys
grid**

use the active grid’s coordinate system

[
**in**
]
**coordsys
screen**

use the currently active viewport’s coordinate system

[
**in**
]
**coordsys**
<node>

use
the specified node's local coordinate system - this is equivalent
to the "pick" coordinate system capability in the
**3ds
Max** user interface

[
**in**
]
**coordsys**
<matrix3>

use the coordinate system specified by the given 3D matrix

*
Examples:*

-- randomly jiggle each object in the selection around +/- 20 units

in coordsys local selection.pos = random [-20,20,20] [20,20,20]

-- rotate objects in parent’s coordinate system

in coordsys parent rotate selection (EulerAngles 0 0 90)