Title: 3D Space
13D Space
- Authoring Interactivity 2
23D Coordinates
- We will look at
- Coordinate systems
- Units and scale
- Axes
- Transforms
- Transform Properties
33D Coordinates
- Coordinate systems
- 2d representations of points on a plane require 2
coordinates - x and y, e.g. (3.0, 2.1)
- Requires knowledge of units of scale
43D Coordinates
- Coordinate systems
- 3d representations of points on a plane require 3
coordinates - x and y, e.g. (1.0, 0.5) representing
horizontal axes - z representing a vertical axis, e.g. - (1.0, 0.5,
3.0)
53D Coordinates
- Coordinate systems
- These coordinates are vectors
- Require an understanding of
- direction
- as well as the number of units
In this example, the z value will be
negative (1.0, 0.5, -3.0) Often denoted
as Vector(1.0, 0.5, -3.0)
63D Coordinates
73D Coordinates
83D Coordinates
93D Coordinates
So, this cube is 10 in x 10 in x 10 in
103D Coordinates
Can change default units Under Customize
menu Units Setup
11Units
- Size of 3D objects will become very important
when we apply physics later on - Physics engine attempts to replicate real world
- So an object 1000m x 1000m x 1000m will behave
differently to an object 1m x 1m x 1m - Will need more force to move larger objects
- Pay attention to object sizes when creating in max
12Coordinate systems - Axes
- Objects positions and rotations in 3d space can
be defined with - Reference to their own coordinates
- These are local coordinates
- Reference to their parents coordinates (parents
are objects that other objects are related to in
a hierarchical manner) an earth object is the
parent of a moon object - These are parent coordinates
- Reference to the worlds coordinates
- These are world coordinates
- Where no hierarchical relationship exists between
objects, the world is also the parent
13Coordinate systems - Axes
- Axes act as a visual representation of these
coordinate systems.
In this example we can see the local axes of each
object showing their various Rotations The world
axes shown in the bottom left corner remains
unchanged
14Coordinate systems - Axes
- It is important to know the orientation of these
local axes as they will effect how the object
moves when scripted
Director example
15Coordinate systems - Axes
- It is often a good idea to reorient the axes of
objects you have rotated in max to the world axes
before exporting the world. - This reorientation makes the response of objects
to scripted movement more predictable.
16Coordinate systems - Axes
17Transformations
- Transformations are changes to 3d objects in the
world space - These transformations include
- Scale
- Rotation
- Position
- Transforms are the values of the transformations
- Transforms are shown in just under the timeline
18Transformations
19Transformations
- To transform an object with script
- We identify the world
- We identify the object within the world
- We access the transform property
- We state what type of transformation scale,
position or rotation - We assign a new value to the transforms as a
vector - member(3dWorld).model(smallBox).transform.posi
tionvector(0,0,45)
Director example