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3D Space

Ситемы координат

Word(глобальная)-система координат
Z-Высота
X-Ширина
Y-длина или глубина сцены
с на чалом в точке (0.0.0)
Если взгляд на сцену осуществляется с "спереди" то
это означает наблюдение вдоль оси Y в ее положительном направлении
Local(локальная)-система координат назначается каждому обьекту.
Начало локальной системы координат помещается в в Pivot point(опорную точку)
обекта.

 

In Maya, you will build and animate objects

in three dimensions. These dimensions are

defined by the cardinal axes which are

labeled as X, Y and Z. These represent the

length (X), height (Y) and depth (Z) of your

scene. These axes are represented by colors Ð

red for X, green for Y and blue for Z.
 In Maya, the Y-axis is pointing up which is

also referred to as

Y-up

.

As you position, scale and rotate your objects,

these three axes will serve as your main

points of reference. The center of this

coordinate system is called the origin and has

a value of 0, 0, 0.

 

Transformations
Transformations are changes made to an object’s position,
orientation and scale in space. The Transform node holds all of this
information and the Transformation Tools such as the Move, Scale and
Rotate Tools are used to transform an object along the X, Y and Z axes.

Transformations


 Move/Rotate/Scale Tool


 Move Tool
The Move Tool has a handle
for each X, Y and Z axis and
a center handle to move
relative to the view.


 Rotate Tool

The Rotate Tool has a ring for the

X, Y and Z axes. One ring moves

relative to the view, and a virtual

sphere rotates in all directions.


 Scale Tool
The Scale  allows you to change the size

With the Scale Tool, you can scale

non-proportionally in X, Y or Z. You

can also scale proportionally by

selecting the center handle.

 

 

Move Tool

The Move Tool enables you to move objects through 3D space using

one of four coordinate systems: Object, Local, World and Normal.

The default system is World, but you can change this in the Move Tool

Settings window by double-clicking the Move Tool icon.

Each object has its own coordinate space with the origin located

at the object’s pivot point. When the object is rotated, the object’s axes

are also rotated.

Local space uses the pivot point of the parent or root node in a

hierarchy as the location for its axes. Thus, all objects are moved in

relation to their parent.

World space is the coordinate system for the scene. When objects

are moved, they are moved relative to the origin of the scene.

Normal space exists at the component level and all coordinates

are relative to the surface you are working on. The axes are U, V and N,

where U and V represent the axes that lie on the surface and N the axis

that points out from the surface, known as the surface normal.

Local                                                 Normal

Object                                                      World

(Pivot Point)быстрее выполнять вращение и перемещение объектов – рабочая опорная точка (Working Pivot Point).

Опорная точка (Pivot Point) – это место, где сходятся оси координат. Вращение и перемещение объекта выполняется именно относительно опорной точки. В некоторых случаях требуется переместить опорную точку объекта, чтобы повернуть его в нужном направлении.В 3ds Max 2008 появилась возможность устанавливать дополнительную опорную точку и менять ее положение. При этом положение основной опорной точки остается неизменным. Для управления опорной точкой на вкладке Hierarchy командной панели добавлен свиток Working Pivot Point(рабочая опорная точка).

Pivots

Transform nodes are all built with a special

component known as the pivot point. Just like

your arm pivots around your elbow, the pivot

helps you rotate a transform node. By

changing the location of the pivot point, you

get different results.

Pivots are basically the stationary point from

which you rotate or scale objects. When

animating, you sometimes need to build

hierarchies where one transform node rotates

the object and a second transform node scales.

Each node can have its own pivot location to

help you get the effect you want.

 

Setting Pivot Points for Transformations

Objects are transformed around their pivot point location. This is important

to be aware of because the position of your pivot point affects the

outcome of your transformation. To change the location of your pivot

point, select a Transform manipulator and press the Insert key on a PC or

the Home key on a Mac. Move your pivot point to the desired location

and press the Insert or Home key again to set the pivot point.

 

point



                

                

                

                

 

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