Positioning 3D Objects in the Axis Defined Space
Most 3D applications have a sort of virtual toolbox with iconography representing different types of tools.
Some tools are for moving objects, some for resizing, others for rotating, and still others for altering polygon structure and a host of other functions.
Each tool has a separate function and cannot do the functions of any other tools.
This may seem obvious, but when you reach a point of utter frustration, the first thing to do is to make sure you are using the right tool for the right job.
Positioning objects in axis defined space: The Move tool is perhaps the single most powerful tool in your arsenal.
Every 3D application has some tool that allows the user to move objects around in digital space.
Often, this tool can be used by simply clicking on the object and dragging it to a new location.
To further empower the 3D artist, most applications allow for some sort of constrained movement.
Constrained movement is the ability to move an object in the direction of only one of the axes.
Different programs handle the visual representation of this idea differently; however, all maintain the idea of having one symbol or region of the object that when clicked-and-dragged will move that object along only one axis.
See your manual for details on your program of choice.
World/object axes: An important concept to remember is that objects have their own axes.
When objects are first created, this object axis is usually at the same point as the world axis (0,0,0).
However, as soon as you move an object (Figure 2.
9), you will notice two axis keys.
One represents (0,0,0) for the digital world's coordinate system, and the other represents the axis for the object.
This becomes more important as we begin to look at other functions like rotation and rescaling.
Rotation functions: Besides being able to move objects around digital space, we can also rotate the objects around the object's axes.
Again, this varies from program to program, but the premise is the same.
Each object has its own axis around which it rotates.
For many programs, it is through the symbol for this axis that you are able to rotate the object.
Like object movement, 3D applications allow for the unconstrained free rotation of objects, or a constrained rotation for those situations where you want the car to be facing North instead of East, but you do not want it sitting on only two tires.
Some tools are for moving objects, some for resizing, others for rotating, and still others for altering polygon structure and a host of other functions.
Each tool has a separate function and cannot do the functions of any other tools.
This may seem obvious, but when you reach a point of utter frustration, the first thing to do is to make sure you are using the right tool for the right job.
Positioning objects in axis defined space: The Move tool is perhaps the single most powerful tool in your arsenal.
Every 3D application has some tool that allows the user to move objects around in digital space.
Often, this tool can be used by simply clicking on the object and dragging it to a new location.
To further empower the 3D artist, most applications allow for some sort of constrained movement.
Constrained movement is the ability to move an object in the direction of only one of the axes.
Different programs handle the visual representation of this idea differently; however, all maintain the idea of having one symbol or region of the object that when clicked-and-dragged will move that object along only one axis.
See your manual for details on your program of choice.
World/object axes: An important concept to remember is that objects have their own axes.
When objects are first created, this object axis is usually at the same point as the world axis (0,0,0).
However, as soon as you move an object (Figure 2.
9), you will notice two axis keys.
One represents (0,0,0) for the digital world's coordinate system, and the other represents the axis for the object.
This becomes more important as we begin to look at other functions like rotation and rescaling.
Rotation functions: Besides being able to move objects around digital space, we can also rotate the objects around the object's axes.
Again, this varies from program to program, but the premise is the same.
Each object has its own axis around which it rotates.
For many programs, it is through the symbol for this axis that you are able to rotate the object.
Like object movement, 3D applications allow for the unconstrained free rotation of objects, or a constrained rotation for those situations where you want the car to be facing North instead of East, but you do not want it sitting on only two tires.
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