your origial ?
Quote: "Like, where is 25 x or 35 z"
confuses me

.
A Matrix (in DB Terms) is sorta a 3D plain (ignore the hills for now). The (X,Y,Z) represent a 3D position in free space. This position has no real meaning unless given a "context". Example:
Position Camera XC#,YC#,ZC#
this places the camera into a "known" position.
this has no real value because we do not know what is there ..
so, to provide a "context" place the matrix someplace ...
Position Matrix 1,XC#-MW/2,YC#-200,ZC#-MD/2
MW is the width of the matrix when created
MD is the matrix depth (Z value) when created
this function places Matrix 1 centered below the camera 200.
But, to complete the "context" we need to tell the camera
what to look at ...
Point Camera XC#,YC#,ZC# +200
this point the camera level with the matrix ...
Now, that we have a complete "context", meaning that we have
objects to see, and a camera to see them, I'll explain XYZ better.
In this context,
X is left/right of the camera.
All X values less than XC# will be to the left.
Y is up/down of camera
All Y values less than YC# will be below the camera
Z is farther/closer to the camera (depth)
All Z values greater then ZC# will be farther away.
All Z values less than ZC# will be behind the camera,
and will not be rendered. Also, with this in mind,
Examine the Set Camera Range command. All objects
closer than the minimum range will not be rendered.
OK, now lets mess this up a bit.
Rotate Camera 0,25,0
The camera is still in the same place, just looking in a different direction. Now, moving an object over the matrix in the Z direction
will look as though its moving kinda to the left of the camera.
This should help you understand 3D a wee bit more.