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 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.
Cartesian Plane Used
In Basic Geometry
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.
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.
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.
X Axis
 The X axis is used to plot the left or right position of an object.
Y Axis
 The Y axis is used to plot the forward or backward position of an object.
Z Axis
 The Z axis is used to plot the position of an object above or below the ground
plane.
X, Y, and Z Axes
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).
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.
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.
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.
Quad Viewport
Layout
Viewport Navigation
Zoom (or Magnify)
 All viewports have a tool which allows the user to zoom in or
zoom out.
Viewport Navigation
Pan All viewports have a tool which allows the user to pan left or
right and up or down in the viewport.
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).
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).
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
Transform (Move)
 In the example below, the fish has moved from one position to
another.
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.
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.
Rotation on the Z Axis
Rotation on the X Axis
Rotation on the Y Axis
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.
Autodesk3 dmax.exe

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Autodesk3 dmax.exe

  • 1.
  • 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.
  • 3. Cartesian Plane Used In Basic Geometry
  • 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.
  • 10. X, Y, and Z Axes
  • 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.
  • 16. Viewport Navigation Zoom (or Magnify)  All viewports have a tool which allows the user to zoom in or zoom out.
  • 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.
  • 24. Rotation on the Z Axis
  • 25. Rotation on the X Axis
  • 26. Rotation on the Y Axis
  • 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.