We know how to basically set the windows system. Our goal in this new delivery of training materials for learning 3D animation tool Blender, is to differentiate between different types of views available and their relationship or of the differentiation “camera”.
We are working on a system level (computer screen) objects or three-dimensional models; to display these objects have to do some kind of projection to obtain a two-dimensional representation.
The geometry of studying the different forms of “project” models on a plane is called “Descriptive geometry” and different kinds of projections are associated with the generic name “Representation systems”.
Human vision approaches called “The central conical Systems”, while, generally, the cylindrical projections orthogonal technique used.
Blender incorporates these visualization systems. Let conceptually how one of these projections and their selection in our windows.
In Figure we have a three-dimensional object and two projection planes that are normally perpendicular to each other. As miramos “from above” workpiece toward the “soil” see part of the object. We can understand that this part of the object we see from above is “projection” known as “Top”, while if viewed from the front is the projection “Front”. Of course this is an intuitive way to understand things without going into a geometric description that intentionally omits.
These projections, after completing, are located in different overlapping windows on the same plane; in our case the plane in which are located the various “views” is the computer screen
We can do with a simple objects in Blender rendering these windows. In the following screenshot three objects are observed (cube, cone and sphere) and three display windows. On the left is the view “Front” (up) and “Top”, while on the right we would see what our camera, namely, the picture will get to render the scene.
Projections can be cone type (as human vision) the type of orthogonal, employed in technical documents. Normally use an orthogonal projection to work on objects in the scene and a conical perspective to image animation.
Its appearance is distinctly different. The figure shows the two views of the same object observed (cube). To the right perspective or conical projection, while the left was obtained an orthogonal projection. It is observed that in the orthogonal edges of the cube parallel maintain parallelism, while the conical lose this property.
Let's see how to organize your work space with the functions discussed above, and introduce new keystrokes and mouse to manage the workspace.
- Alt + left button allows you to rotate the whole scene, changing the projection plane to display the scene from different angles
- Spacebar allows you to add new objects to the scene
As an exercise try to do different windows and add objects to get used to visualize the space from different points of view. It is essential to be able to work comfortably accommodating when we have complex models.
And if you have doubts or you think something is not clear, you can leave your comments and improve the tutorial among all.
Tutorial made for version 2.49b
- Image synthesis
- 3D Animation and Character Animation Software: Blender
- 3D Animation, introduction to the interface
- 3D Animation, windows interface