Working with 3D Objects / Applying Transforms Interactively pt. 1
Subtitles of the Movie
We’re going to talk now about transforming objects. There are three transforms, position, rotation and scale. Position, moving objects in the scene. Rotation, spinning objects. Scale, making objects larger and smaller. Transforms can be used for arranging your objects within your scene and they are also used for animation. There are two ways to apply transforms, interactively or numerically. To transform an object or objects interactively, you first click to select the object, click to select the transform and then click and drag in the view port. Or you could select the transform first, then select the object or objects and then click and drag. When we're using a transform tool, we get a transform gizmo. So let's take a look at the move gizmo here, in Orthographic view ports, front, back, top, bottom, left, right view ports. It consists of two arrows indicating the axis along which you can drag the object. So here we're dragging only in the X axis. We click and drag on the Y arrow we can only move the object in the Y axis. There is also a plane between the two arrows which lights up yellow when you get it. And then allows you to move in both directions. In the perspective view port, Alt W, You'll get three arrows, you also get three planes. This is your X, Z plane this is your X, Y plane. And you can look down below and see that those numbers are changing only in X and Y. And this is your Y, Z plane, Alt W again. The rotation gizmo is a sphere with circles on it representing the axis, and they are color coded just like the axis’ are. So X, for example, is red, Z is blue and Y is green and you can see they highlight yellow. And when you click and drag, you get a slice, You see the blue slice expanding there showing you how much you are rotating. And also up above you see a numerical display in yellow showing you how much you rotated. And there is also a light gray circle on the outside of the gizmo, that's the screen handle. That rotates the object in a plane parallel to the screen. Whether that's useful or not, and when it's useful, depends on which coordinate system you're in. The screen coordinate system is the simplest case. In the screen coordinate system the gizmo in the active window always aligns with the screen. So the screen handle itself never adds a fourth plane of rotation. You might think down there in the perspective window it looks like it's going to add a fourth plane. But in screen mode as soon as you go down there the gizmo lines up with the screen. This is true even if you arc rotate, thereby changing your camera angle, the rotate gizmo still lines up with the screen. So again, the screen handle is not useful. And I'll just arc rotate here, still, rotate gizmo lines up with the screen. So that's screen coordinates and the screen handle is never useful. In world coordinates however, in perspective windows the rotate gizmo doesn't line up with the screen. Alt W here and I'll just pan the window a little bit, I'll see this better. Here you can see that there is no circle there that exactly corresponds to the screen handle. Alt W again, the same is true in a user window in world mode. And here it actually looks like it does correspond but we could arc rotate it in such a way that now you can see neither the red, nor the blue nor the green circle does exactly the same thing that the screen handle does. However, in world view, in the Orthographic view ports the gizmo is still lined up with the screen, So the screen handle doesn't do any good there. So in world coordinates in a perspective window or in a user window, which is created by arc rotating in Orthographic view, the screen handle adds a fourth plane of rotation. Now Max’s default mode, view, combines world and screen, the perspective window uses world coordinates, and user windows uses world coordinates. But Orthographic view ports continue to use screen coordinates. So in view mode, the screen handle does provide a useful function here and here but not here or here. And the last thing I'd like to show you about the rotate gizmo is that if you go inside the gizmo, but you're not touching any of the circles, the gizmo will get gray, and then you can rotate freely in all three directions. So that concludes our discussion of the rotate gizmo. And in the next chapter we'll look at the scale gizmo. will get gray, and then you can rotate freely in all three directions. So that concludes our discussion of the rotate gizmo. And in the next chapter we'll look at the scale gizmo.
Tutorial Information
| Course: | Discreet 3ds max 5 |
| Author: | Michael Hurwicz |
| SKU: | 33460 |
| ISBN: | 1932072586 |
| Release Date: | 2003-10-22 |
| Duration: | 9 hrs / 117 lessons |
| Work Files: |
Yes |
| Captions: | For Online University members only |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
VTC Sign up & Benefits
- Unlimited Access
- 98,729 Video Tutorials (23,265 free)
- Video Available as Flash or QuickTime
- Over 1026 Courses
- $30 for One Month Access
- Multi-User Discounts Available
United States 