1 3D –graphics and animation About modeling… Harri Airaksinen;

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Presentation transcript:

1 3D –graphics and animation About modeling… Harri Airaksinen;

2 Modeling; coordination  Axels (right-handed coordination system) – fingers direction  Rectangular coordinate system or Cartesian coordination versa spherical or azimuthal coordinate system  Origon  Direction of positive axels  Global- and local coordination's. Where do you need local coordinate system?

3 Modeling; basic primitives  Different 3D systems has their own set of basic primitives and their parameters (value, can be integer or some other data), example: Cube: Height, width, length, color, surface material, reflection, transparency – can you say any more?  How to transfer 3D models between different systems? It’s a hard business – there are standards, de-facto DXF

4 3D Studio Max - DXF 0 SECTION 2 HEADER 9 $ACADVER 1 AC $ACADMAINTVER $DWGCODEPAGE 3 ANSI_ $INSBASE … and so on

5 Modeling; mathematics  Math is behind everything …. specially in 3D  Matrix- and array calculation (corner points and surfaces between them)  Spatial integrals  Lightning models and algorithms  Reflection and collision algorithms  “Everything is already invented? “

6 Modeling; surfaces  “There is no circle – only number of polygons”  The quality of display depends how you have set it up – more polygons = heavier model  must optimize the models  Famous Utah teapot

7 Modeling; polygons

8 Modeling; editing  Editing means changing spatial matrix values  Scaling (Uniform Scale/Non Uniform Scale) – relative scaling or scaling via axel direction  Moving (value can be given as absolute from global coordinates or local movement from current location)  Rotating, remember right-handed coordinate system – take axel on your hand, finger will tell the positive rotation direction  Tools for editing (based on 3D system) – using mouse, keyboard, object lists…

9 Perspective  Projection plane  Parallel projection – perspective angle  Perspective can be controlled via camera lenses

10 One more thing about scene  You can fix your user 3D modeling user interface – don’t do before you know what you do!

11 3D camera movement directions; terms  Names are coming from movie industry (think that camera is picturing you)  Dolly, a translation of the camera along its X (side direction) Tilt, a rotation of the camera around its X axis. May called also a pitch (as in airplanes pitching)  Boom, a translation along its Y axis (up - down) Pan (yaw), a rotation around its Y axis  Truck, a translation along its Z axis (toward – away) Roll, a rotation around its Z axis  Zoom, a special type of camera move where only the camera's simulated focal length is modified but its position and orientation remain untouched (same effect as truck)

12 Anything else to remember? Save different versions of your 3D models Remember backups  Max’s autobackup/default 5 min. Customize  Preference settings File  Set Project folder File  Summary info

13 Sketches - drafts  Modeling starts with drawing sketches  Pen and paper is still very good tools for sketching Do you know how to draw, everybody can make sketches Using 2D painting/drawing tools – use of scanning Modeling dimensions – model allways using real dimensions – what about if the model is kilometers wide?  submodels

14 Sketches - drafts  Final Year project; Panu Aatrokoski - Seikkailupeli Odot Tamat On (2007) Pen sketches and the final model

15 The use of a line  Important basic primitive when you define 3D object shapes and other characteristics  Easy to create using today’s modeling tools  Straight lines (polygonal lines)  used to create polygons and polygon meshes

16 Controlling lines

17 Controlling lines – 3D Studio Max Modifier – and mouse right button Circle -> Modifier -> house right button -> convert to editable…

18 Modeling – input devices  Command nputs: Mouse -- 3D mouse --- & key board, still Digit tables (sketching and 2D – also 3D, if modeling application supports)

19 Short movies - Pixar   51C-/pixar_the_birds/ 51C-/pixar_the_birds/

20 Surfaces and primitives  Surface Basic primitives  Editing basic primitives  Free form modeling

21 Using 2D shapes to build 3D objects  Extrusion or sweeping) – 3D Studio Max, Lofting Line = path Circle = out lines of the surface Select path  Compound Object  Get Shape = Circle Editing: Modifier  Deformation  example. scale

22 Using 2D shapes to build 3D objects  Lathe Edge line Modifier  Modifier List  Lathe Editing: Modifier  example. Axis

23 Other methods to create surfaces  Editing basic primitives – editable meshes  Mathematical models (Starr, random, fractal)  Terrain Compound Object (3D Studio Max)

24 Object parameters  Select object, mouse right, object parameter

25 Handling objects  Locking – Freezing  Hiding  Copy or Instance or Reference object  Mirror  3D -text

26 Volume models  3D Studio Max makes surface models only  There are 3D applications, which can do volumetric modeling = cube is “solid” – closed, solid material. If you cut solid object, the cutting edges can be seen correctly