# How to replicate drawing applications' Quad-View playing with MatrixView?

I'm having trouble in figure out how to set the ViewMatrix in order to replicate the Quad-View that is available in drawing applications such as Blender.

In these packages, if I drag the point of view (rotating anf translating it), which never change the scene objects, and ask for a top view, for example, I see an object aligned with the screen axes - which is what I want.

However, all tentatives with ViewMatrix produces a top view that is rotated. why?

How can I solve this, and replicate the Quad-View behavior?

By the way, it's very difficult to grasp from the documentation and this forum, what should be the "t" and "p" matrices in order to produce a FRONT, BACK, TOP, BOTTOM, RIGHT, LEFT and ISOMETRIC views.

Can anybody, please, explicitly write them? Many people will appreciate.

• Have you seen this? – J. M.'s technical difficulties Jun 12 '15 at 9:11
• Do you want to set the ViewMatrix explicitly or are you simply after the correct view? ViewPoint and ViewVertical are somewhat more intuitive to use... – Yves Klett Jun 12 '15 at 14:52
• I want to set up ViewMatrix correctly.I think this is a point that Mathematica documentation could be improved. This is so common, and not so obvious, that should be stated explicitly. – Hermano Jun 15 '15 at 13:14