Design Nomenclature / Form & Geometry

World space

Also called global space, scene space, world coordinates

The single global frame every object resolves into — the scene's origin and axes. A vertex's world position is its local position run through its own transform and then every ancestor's, in order, up the hierarchy. Distances, physics, and export coordinates all live here; almost nothing is authored here.

A two-column comparison of which frame the numbers are in. Left, local space: where vertices are stored, origin at the pivot and axes fixed to the object — moving the object changes the matrix, never the vertex data. Right, world space: where everything is finally resolved, the local position run through the object's transform and every ancestor's, in order. Nothing is authored there.

In practice

Which axis is up is a per-application convention, not a fact: Z-up in CAD and Blender, Y-up in Maya and most engines. That single disagreement accounts for a large share of all import failures.

Not to be confused with

How this term connects

Affine transformGimbal lockLocal spaceScaleWorld space
Related Confused with