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COMPUTER PROJECT WORK
TOPIC :- AUTODESK3DMAX.EXE
NAME :DEV YADAVCLASS :IX “B”ROLL NO : 15
In basic geometry, students learn to plot points on a Cartesian plane. This is named for French mathematician René 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.
The Connection to Basic Geometry
Cartesian Plane UsedIn Basic Geometry
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.
Elements of a3D 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.
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.
X Axis The X axis is used to plot the left or right position of an object.
Y Axis The Y axis is used to plot the forward or backward position of an
object.
Z Axis The Z axis is used to plot the position of an object above or
below the ground plane.
X, Y, and Z Axes
The Origin
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).
Orthogonal ViewsThe 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.
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.
Customized ViewportLayoutsIn 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.
Quad ViewportLayout
Viewport NavigationZoom (or Magnify)All viewports have a tool which allows the user to
zoom in or zoom out.
Viewport NavigationPanAll viewports have a tool which allows the user to
pan left or right and up or down in the viewport.
Viewport NavigationOrbit (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).
Rendering StyleIn 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).
Viewport Navigation vsObject Manipulation 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.
ScaleObjects 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.
RotateThe object can be rotated on each object. This is
measured in degrees with 360°being 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.
Rotation on the Z Axis
Rotation on the X Axis
Rotation on the Y Axis
Pivot PointThe 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. 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.
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