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Navigating in 3D Max

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V106.02 part A Depending upon the software program, the image on the monitor could be a Perspective view, an orthographic view, or a combination. – PowerPoint PPT presentation

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Title: Navigating in 3D Max


1
Navigating in 3D Max
  • V106.02 part A

2
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.

3
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.
  • Maya opens with a single perspective view with
    orthographic views available on demand.
  • Most programs allow you to fill your display area
    with any single viewport or varying multiple
    combinations of display windows.

4
Viewing Objects and/or Scenes
  • Various veiwports 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.
  • Views may be zoomed which magnifies the image.
    The size of the object is not increased.

5
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.

6
Perspective
  • In perspective, parallel line converge at a
    vanishing point on the horizon. Perspective
    views typically contain one, two, three vanishing
    points. Horizons may be raised or lowered to
    change the vertical viewing angle.
  • In perspective, objects seem to become smaller as
    they move away and larger as they come closer.

7
Perspective
  • Objects seem to become dimmer as they move away.
    Atmospheric features in the software can be used
    to simulate atmospheric density.
  • 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.

8
Orthographic (Parallel Projection)
  • Orthographic (Parallel Projection) viewports
    provide an image in which the line of sight is
    perpendicular to the picture plane.
  • Ortho means straight. In orthographic
    projection the projectors extend straight off of
    the object, parallel to each other.
  • Points on the objects edges are projected onto a
    picture plane where they form line on the plane.
    The lines create a 2D image of the 3D object
    being viewed.

9
Orthographic (Parallel Projection)
  • Typically six different views can be produced by
    orthographic projection
  • Top, bottom, front, back, left, and right sides.
  • Lines and surfaces that are inclined to the
    picture plane appear as foreshortened edges and
    surfaces on the plane to which they are
    projected.
  • Orthographic viewports are extremely useful in
    the accurate alignment and positioning of objects
    and features with respect to other features and
    objects .

10
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.

11
Coordinate systems
  • Where axes intersect is called the origin. The
    coordinates of the origin are 0,0 on the 2D plane
    and 0,0,0 in 3D space.
  • Numerical location placed uniformly along the
    axes are called the coordinates. These numbers
    identify locations in space. When written or
    displayed, numbers are always given in the order
    of X first, then Y, the Z.

12
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.

13
Coordinate systems
  • Many 3D modeling programs allow you to constrain
    movement (rotation, scaling, and transformations)
    along one axis, tow 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.
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