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Animation: Basic Orientation For 3D Animation (Z-Up Version)

In basic geometry, students learn to plot points on A Cartesian plane. In 3D animation software, each point is referenced with three numbers that indicate the position on the X, Y, and Z axes. A 3D model can be broken down to vertices, polygons, and faces.

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0% found this document useful (0 votes)
52 views28 pages

Animation: Basic Orientation For 3D Animation (Z-Up Version)

In basic geometry, students learn to plot points on A Cartesian plane. In 3D animation software, each point is referenced with three numbers that indicate the position on the X, Y, and Z axes. A 3D model can be broken down to vertices, polygons, and faces.

Uploaded by

evoygendut
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Animation

Basic Orientation for


3D Animation
(Z-Up Version)
1 Copyright Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
Image 01. Used with permission.
In basic geometry, students learn to
plot points on a Cartesian plane.
This is named for French
mathematician Ren 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.

Copyright Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
2
The Connection to
Basic Geometry
Image 02. Public domain.
Cartesian Plane Used
In Basic Geometry
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3
Image 03. Used with permission.
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.
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Images and other multimedia content used with permission.
4
Image 04. Used with permission.
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.
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Images and other multimedia content used with permission.
5
Image 05. Used with permission.
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.
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6
X Axis
The X axis is used to plot the left or right position of an object.
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7
Image 06. Used with permission.
Y Axis
The Y axis is used to plot the forward or backward position of an object.
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8
Image 07. Used with permission.
Z Axis
The Z axis is used to plot the position of an object above or below the
ground plane.
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9
Image 08. Used with permission.

X, Y, and Z Axes
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10
Image 09. Used with permission.
The Origin
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11
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).
Image 10. Used with permission. Image 11. Used with permission.
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.
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12
Image 12. Used with permission.
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.
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13
Image 13. Used with permission.
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.
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14
Quad Viewport
Layout
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15
Image 14. Used with permission.
Viewport Navigation
Zoom (or Magnify)
All viewports have a tool which allows the user to zoom in or
zoom out.
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16
Image 15. Used with permission.
Viewport Navigation
Pan
All viewports have a tool which allows the user to pan left or
right and up or down in the viewport.
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17
Image 16. Used with permission.
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).
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18
Image 17. Used with permission.
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).
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19
Image 18. Used with permission.
Viewport Navigation vs
Object Manipulation
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20
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.
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21
Image 19. Used with permission.
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.
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22
Image 20. Used with permission.
Rotate
The object can be rotated on each object. This is measured
in degrees with 360being 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.
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23
Image 21. Used with permission.
Rotation on the Z Axis
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24
Image 24. Used with permission.
Rotation on the X Axis
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25
Image 23. Used with permission.
Rotation on the Y Axis
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26
Image 22. Used with permission.
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.
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27
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.
Image 25. Used with permission.
Copyright Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
28
Image Credits
Image 01. Fish model on grid. Created by Mark Harman. Used with permission.
Image 02. Portrait of Rene DesCartes. Created by After Frans Hals, circa 1649-1700. This work is in the public domain in the
United States, and those countries with a copyright term of life of the author plus 100 years or less.
http://en.wikipedia.org/wiki/File:Frans_Hals_-_Portret_van_Ren%C3%A9_Descartes.jpg
Image 03. 2D Cartesian plane. Created by Mark Harman. Used with permission.
Image 04. Balls showing 3 coordinates. Created by Mark Harman. Used with permission.
Image 05. Points, edges, and polygons. Created by Mark Harman. Used with permission.
Image 06. X axis. Created by Mark Harman. Used with permission.
Image 07. Y axis. Created by Mark Harman. Used with permission.
Image 08. Z axis. Created by Mark Harman. Used with permission.
Image 09. X, Y, and Z axes. Created by Mark Harman. Used with permission.
Image 10. 2D origin. Created by Mark Harman. Used with permission.
Image 11. 3D origin. Created by Mark Harman. Used with permission.
Image 12. Orthogonal views. Created by Mark Harman. Used with permission.
Image 13. Perspective view. Created by Mark Harman. Used with permission.
Image 14. Quad viewport layout. Created by Mark Harman. Used with permission.
Image 15. Zoom. Created by Mark Harman. Used with permission.
Image 16. Pan. Created by Mark Harman. Used with permission.
Image 17. Orbit. Created by Mark Harman. Used with permission.
Image 18. Rendering styles. Created by Mark Harman. Used with permission.
Image 19. Transform. Created by Mark Harman. Used with permission.
Image 20. Scale. Created by Mark Harman. Used with permission.
Image 21. Rotate. Created by Mark Harman. Used with permission.
Image 22. Rotation on the Z axis. Created by Mark Harman. Used with permission.
Image 23. Rotation on the X axis. Created by Mark Harman. Used with permission.
Image 24. Rotation on the Y axis. Created by Mark Harman. Used with permission.
Image 25. Pivot points. Created by Mark Harman. Used with permission.

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