3d animation - chapter 2
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SCHOOL OF MULTIMEDIA
FACULTY OF ART & DESIGN
PREPARED BY:SARAIZA KHAIRUL IKRAM
CDM3033D ANIMATION
CHAPTER 2MODELLING CONCEPT
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TOPIC OUTLINE
2.1 Space, Objects, and Structures.
2.2 Vertices(Point), Edges(Lines), and Facets(Polygon).
2. !o"ing #$ings %round.
2.& File For'ats or !odeling.
© 2010 Cosmopoint
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What is 3D-
Three-dimensional or 3D is a new thing for us.
As we are living in a three-dimensional world, you may apply the same
concept in modeling a 3D object using computers. Modeling A spatial description and placement of imaginary three-
dimensional objects, environment and scenes with a computer system.
!cenes"#or$space The three-dimensional place where we model our
objects.
%rigin The main point of reference of the world.
2.1 S!"e # O$%e"& ' S&()"&)(e
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BASIC CONCEPT IN 3D DIMENSION
All three-dimensional objects have three basic dimensions.
These three basic dimensions are width, height and depth.
A&es are arrows used in representing these dimensions.
#e use a certain letter to illustrate each a&is'
( The width of the three-dimensional space.
) The height of the three-dimensional space.
* The depth of the three-dimensional space.
The world origin is the place where these three a&es intersect or cross each other
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COORDINATE SYSTEM
The most famous coordinate system is the +artesian or rectangular
coordinate system.
t was devise by an /0th-century 1rench philosopher and mathematician,
2ene Descartes.
According to the system, each a&is can be divided into many units that are
abstract values, which can represent different units of measurement and
scales of dimension.
The values on one side of the origin are positive while its negative for the
other side.
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EXAMPLE 1
4ased on the figure, the positive direction is in the right-hand, which is represented with the
arrowhead.
The a&es can also be paired with each other to define a plane or a view'
() 1ront plane
(* Top plane )* !ide plane
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EXAMPLE 2
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POINTS, LINES AND SURFACES
5oints, lines and surfaces are among the important basic elements of 3D.
A point can easily be defined by its ()* location.
A line can be defined by the ()* location of its two endpoints.
An edge is defined by two adjacent surfaces.
A planar surface can be defined by the position of its bounding lines. a3D object b' surfaces c' lines
2.2 Poi&# Lie ' S)(f!"e
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POLYGON
5olygons or facets are the planar surfaces that define most three-dimensional
objects.
5olygons are closed planes bounded by straight lines.
The word polygon originated from a 6ree$ word polygonon, meaning 7with many
angles8.
Many of the three-dimensional objects created with computer are made of polygons. !imple geometric shapes may have do9ens of polygons while the more complicated
one may have thousand of polygons.
The modeling of natural phenomena may contain millions of polygons.
Different in polygons amount
2.2 Poi&# Lie ' S)(f!"e
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:.3./ 6eometric transformation
The function used for modifying the shape of object ,their si9e and proposition are
called geometric transformation
6eometric transformation can be perform on a single objects or an entire
environment . Transformation that are applied to the object using the
environment ;s a&es and"or origin are called global transformation .#hen
transformation are applied to a single object or a limited selection of objectusing the objects own a&es and origin ,they are called local transformation.
2.3 Moi T4i A(o)d
:.3.: 6lobal or
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:.3.3 Translation
2.3 Moi T4i A(o)d
:.3.= 2otation
Translation is the simplest of all geometric transformations. This operation is
used to move object an object or group of objects in a linear way to anew
location in 3-Dimensional space.
2otation is a geometric transformation used to move an element or group of
elements around a specific center and a&is. The amount of rotation is
usually specified in term of an angle rotation and a direction of rotation
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:.3.> !caling
2.3 Moi T4i A(o)d
:.3.? 5erspective projection
!caling is a geometric transformation used to change the si9e and"or the
proportion of an element or group of elements. !caling can be applied to an
object in proportional or non proportional mode.
5erspective projection is a transformation of critical importance because
ma$es possible the representation of 3-Dimensional environment on the flat
surface of the computers monitor or sheet of paper.
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2.* File fo(5!& fo( Modeli
There are many formats for saving the information contained in 3-dimensional
geometry files . Many of the e&isting file formats containing descriptions of objectgeometry are e&clusives to specific computer programs and are not portable.
The information contain in a native format are usually not compatible with other
software. A few geometry formats are portable which means that they can be
e&changed among several program.
The obvious advantage of using native format is that it is easy and fast for any
particular program to read files in its own native format. t is usually load faster and
re@uire less space for storage.
There are a number of file conversion utilities that can translate geometry files in
native format between application in varying degrees of accuracy. Model that have a
simple topology can usually be converted successfully , however if trying to convert
comple& object might modify some details or destroy them.
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2.* File fo(5!& fo( Modeli
!olutions to the format incompatibility problem include using universal file
format for saving information about 3-dimensional models or converting one
native file format to another program.
The file formats used for transporting geometry information between
modeling program are often called universal file format..Two most popularincludes %4 and D(1. Two other format (3D and B2M< are commonly
used on web application.
The %4 format or .obj short for object was originally developed by
#avefront technologies and populari9ed by Alias C #avefront computeranimation software.
D(1 is also $nown as Drawing &change format was developed by
Autodes$ nc. #idely used in computer aided design +AD applications.
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CLIC !ERE FOR YOUR LAB ACTI"ITY#
GOOD LUC
AND
TRY YOUR BEST
LA6 ACTI7IT8
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ACTI7IT8
LIG!TWA"E PART 2
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NE9T SESSION PRE7IE:
n the ne&t class we are going to learn
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LIST OF REFERENCES
/. Dan Ablan, nside
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APPENDI9
E ! "i $ "i ( t it
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En o! s"i# s$o% '"i'( to #)it*