Panther Creek High V part 1

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Presentation transcript:

Panther Creek High V106.02 part 1 Navigating in 3D MAX Panther Creek High V106.02 part 1

Viewing Objects and/or Scenes Depending upon the software program, the image on the monitor could be a Perspective view, an orthographic view, or a combination.

Viewing Objects and/or Scenes 3D Studio Max, Rhinoceros, and some other modeling programs open with a four window display showing top, side, and perspective viewports.

Viewing Objects and/or Scenes Various viewports may be formed by viewing angles. The image viewed depends upon the line of sight of the viewer. To move across a scene is called panning. The scene may be rotated about any of its three axes: x, y, and, z using the Orbit tool. Views may be zoomed which magnifies the image. The size of the object is not increased.

Perspective Perspective mimics the way a human eye works and provides scenes that have a “natural” appearance. Perspective windows are included in all 3D modeling programs.

Perspective In perspective, lines converge at a vanishing point on the horizon. Perspective views typically contain one, two, three vanishing points. Objects seem to become dimmer as they move away. In perspective, objects seem to become smaller as they move away and larger as they come closer.

Perspective Perspective viewports can distort space and “fool the eye” when trying to position objects in 3D. It is not a good idea to attempt object placement and alignment using the perspective window alone.

Orthographic (Parallel Projection) Orthographic (Parallel Projection) “Ortho” means straight.

Orthographic (Parallel Projection) Typically six different views can be produced by orthographic projection: Top, bottom, front, back, left, and right sides. Orthographic viewports are extremely useful in the accurate alignment and positioning of objects and features with respect to other features and objects .

Coordinate systems Coordinate systems are used to locate objects in 3D space. Lines drawn perpendicular to each other for the purpose of measuring transformation are called the axes. In the 2D Cartesian coordinate system there is a horizontal axis called the X-axis and a vertical called the Y-axis. In 3D space a third axes is added called the Z-axis.

Coordinate systems Where axes intersect is called the origin The origin numbers, or coordinates, identify locations in space. The coordinates of the origin are 0,0 on the 2D plane and 0,0,0 in 3D space.

Coordinate systems Axes may be rotated or oriented differently with in 3D space depending upon whether you are working with an individual object, a viewport, or objects within a scene. Local (user) coordinate system-assign axes to particular object. World (global) coordinate system-assign axes to the scene.

Coordinate systems Many 3D modeling programs allow you to constrain movement (rotation, scaling, and transformations) along one axis, two` axes, or three axes. For example, you could lock the X- and Y-axes thereby restricting movement of deformation to only a Z direction. Relative coordinates are used to transform an object starting at its current position. Absolute coordinates are used to transform an object relative to the origin.