The document discusses key concepts for working with 3D objects in animation software. It explains that 3D objects use three coordinates (X, Y, Z) to specify the position of vertices in 3D space. It also discusses important 3D modeling concepts like pivot points, vertices, polygons, edges, and faces that make up 3D meshes. The document contrasts adjusting the viewport through panning, zooming, and rotating from directly manipulating the 3D object through transformations, scaling, and rotation.
2. In basic geometry, students learn to
plot points on a Cartesian plane. This
is named for French mathematician
René Descartes (1596-1650).
A Cartesian coordinate system
specifies each point using an ordered
pair of coordinates. The first number
indicates the position on the X axis
and second indicates the position on
the Y axis.
4. Three Coordinates
Per Vertex
In 3D animation software, each point is referenced with three
numbers that indicate the position on the X, Y, and Z axes.
The pivot point (registration point) for a 3D object is used to
determine the placement in 3D space.
5. Elements of a
3D Object
In addition to the pivot point, a
3D model can be broken down to
vertices, polygons, and faces.
Each vertex (or point) in a 3D
model has three coordinates (X, Y,
and Z). 3D models often have
thousands of vertices.
Several vertices define a polygon
(also known as a face).
Several polygons fit together to
make the mesh of a 3D object (or
model).
The line connecting two adjacent
points is called an edge.
6. Which Way is Up?
Y axis or Z axis?
There are several different software applications used in the
industry. While there are some major differences, many basic 3D
concepts are common to most software.
One of the most important differences between different
software is the vertical axis. Some applications name the up and
down axis as Y while others name it Z.
Because models in one application are sometimes transferred to
a different application, it is important for students to be aware of
this difference.
Two versions of this slide show have been given (Y-up and the Z-
up). Teachers should use the one that matches the classroom
software.
7. X Axis
The X axis is used to plot the left or right position of an object.
8. Y Axis
The Y axis is used to plot the forward or backward position of an object.
9. Z Axis
The Z axis is used to plot the position of an object above or below the ground
plane.
11. The Origin
The point where the axes intersect is called the origin. In 2D geometry, the
origin is (0,0) but in 3D software the origin is (0,0,0).
12. Orthogonal Views
The software window that shows the 3D object is commonly
called a viewport.
The user has the option of setting the viewport to an
orthogonal (or straight-on) view. An orthogonal view could be
a front view, a top view, or a side view.
An orthogonal view is parallel to the X, Y, or Z axis.
13. Perspective Viewport
In addition to the orthogonal views, a viewport can be set to a
perspective view. This type of viewport allows the user to
rotate the view in order to see a model from every possible
angle.
14. Customized Viewport
Layouts In most 3D applications, users can customize the arrangement
of the viewports.
When animating objects, a single viewport is often used. This
single view can easily be changed to an orthogonal view or the
perspective view.
When modeling objects, a quad arrangement of the viewports is
usually preferred. This allows the user to see the front, top, side,
and perspective views simultaneously.
17. Viewport Navigation
Pan All viewports have a tool which allows the user to pan left or
right and up or down in the viewport.
18. Viewport Navigation
Orbit (or Rotate) The perspective viewport has a tool which allows the user to
orbit (or rotate) the view.
The ability to orbit is not available in the orthogonal views
(front, top, side).
19. Rendering Style
In each viewport, the user may choose from a variety of
rendering styles to view a 3D object.
The most common styles are wireframe (shows the points and
edges of each polygon), shaded (shows a solid version of the
model), and a shaded with wires (a combination).
20. Viewport Navigation vs
Object Manipulation When beginning to use 3D
software, it is easy to confuse
adjustments to a view with
actual changes to an object.
Viewports can pan, zoom,
and orbit to give the user the
best possible view while
modeling or animating.
Objects can be transformed
(moved), scaled, or rotated.
Viewports
pan
zoom
orbit
Objects
transform (move)
scale
rotate
21. Transform (Move)
In the example below, the fish has moved from one position to
another.
22. Scale
Objects can be scaled (sized) on each axis.
If the X, Y, and Z axes are all scaled the same amount, the size
of the object will stay in proportion.
If on axis is scaled a different amount than the others, the
shape of the object will distort.
23. Rotate
The object can be rotated on each object. This is measured in
degrees with 360°being a complete circle.
All the most applications refer to the axis that serves as the
center of rotation, the terms heading, pitch, and bank are
sometimes used.
27. Pivot Point
The fish object used throughout this slide show has the pivot point (or
registration point) placed in the middle.
You can move the pivot point of a 3D object but you should do so before
you begin animating.
Tires and propellers would need
the pivot point placed perfectly
in the center of the object.
If you were to create a 3D door
that would open, you would
place the pivot point at the
hinge.
The pivot point for a golf club or
baseball bat should be placed at
the point where the hands would
be placed.