Wednesday, 3 October 2012

Geometric Theory

Cartesian Co-ordinates System

Cartesian co-ordinates system is a system created by Rene Descartes, the Cartesian co-ordinates system involves X,Y,Z axis although Rene didn't create the Z axis. The Z axis was created in the Early 19th century. The Cartesian co-ordinates system is used by 3D software to generate the 3D models in real space. The point where the X and Y axis meet is called the origin (0,0), these axis display the vertical and horizontal positions of an object (X=Horizontal, Y= Vertical). The Z axis then shows the depth of the object within the space.


3Ds Maxx
3Ds Maxx has by default 4 view ports these are Top view port (shows X,Y) Front view port (shows X,Z) Left view port (shows Y,Z) and the perspective view port (shows X,Y,Z). These ports help to view the model being created from different angles which can help with making sure the model is in proportion etc. Any port that only shows two of the three axis is known as orthographic view.


3D geometry 

Firstly i created a geometric shape by selecting the create tab then the geometry tab in the command panel.



I can then change the parameters for the cube i created, if i press F4 then i can view the edge segmentation on ;my cube, this basically shows the edges of the shape and any segments that have been placed in the shape.
If i de-select the object but wish to change the parameters then i can click the object again and select the modify tab at top of the command panel.

I can navigate around my object by holding the alt key and the middle mouse button. i can also view a full screen view port, by clicking the view port you wish to maximise and then click the maximise button in the very bottom right corner of 3Ds maxx.



 I then created another cube with the dimentions Length: 50 Width: 50 and hight: 50 with segmentations 3 by 3 by 3 this is now a parametric standard primitive cube (this is where modify the parameters)

 I can also change the name of my goemtric object by making sure it is selected and the double clicking the box in the command panel which displaye the object name and simply replacing it with the name desired, for example here i change my object name from "Box002" to "Purple Box"

 I can also clone any objects by firstly selecting the select and move tool in the top menu bar, then selecting the objects. Finally click and drag the object whilst holding down the shift key. and so now you can see i have an exact replica of my original cube with the exact same dimensions and segments.



Now if i right click on my new cube and select "convert to editable poly"

Now this makes my cube an edible poly object and i now have sub objects in replacement of my parameter controls in the command panel. This now means that i can not change any of the parameters or the amount of segments on my object, insted i am now able to modify the shape of each segment but i will explain this more later on. if i still wish to change the parameters and amount of segments on my object as well as having the ability to edit my geometric object with the sub objects as though it was an edible poly i can simply use the drop down bar in the command panel and select edit poly modifier (make sure to have the object selected before hand).























I now also have all the sub objects i would have if i had converted my cube to a editable poly, these sub objects are called; vertex, edge, boarder, polygon and element. (i will describe each one and the uses later.) and so now i can use the sub objects as well as still change my parameters and amount of segments. so now if i select the vertex sub object tool i find that at each point in which my segments cross there is a small blue dot, these are the veracities which can be modified on the object.

once i have edited the shape to what i want i can then add another modification, so i go back to the command panel and select the drop down. this time i am going to apply a modification called "Meshsmooth" this will make all the mesh around my object smooth and this in turn will remove the sharp edges of my cube. 


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