Think of large cube surrounding us inside cube = see outside cube = can't see Origin = center of cube.. move relative to that think of solar system world vs local coordinate system Pivot in maya Building with #s incapable of being approximate or are they? what is a model surface shell list of 3d coordinates math eq. describing surface Design model first: Planning references (photos art, research) sketch blueprints schematics, rough drawing traditionally used clay word metal plastic to build our models, we have building blocks of lines and surfaces most basic element is point: x y z location edge: 2 adjacent surfaces or line connecting two or more points surface: made of edges.. bounding box object: several points, edges and surfaces accessed thru component editor Surfaces & normals right handed coordinate system Moving objects: Geometric transforms: translation scale rotation Can transform object or group of objects camera lights think about car with tires: order of operation naming absolute vs relative movements Translations: along an axis Rotation: angle and direction (axis) + or - rot = CW or CCW RH rule Thumb = direction finger = rotation angle (amount) Scaling: proportional/uniform Maya is node based system contains attributes nodes attributed to other nodes hypergraph Grouping: see group name/node selection modes: object component, now add group heirarchy Pivot of group Parenting: transformations apply to childern in heirarchy child inherits transforms of parent see diff between group & parent in hypergraph Cameras: orthographic parallel faraway things are same size as closer elements useful for exact positioning perspective real world elements project onto a 2D plane, converge to a point Cameras in Maya: selection specify parameters EX: Change top to bottom Interactive look thru (panel) display -> show -> cameras display -> hide -> cameras Modeling w/ lines vs curves rendering precision interactive level of detail Polygons planar facets (regular & irregular) modeling with straight edges (line based) vertices, faces, normals, edges merge vertices, edges custom display backface culling See Bock's notes on Polygon Modeling I & II edit polygons -> duplicate face polygons -> tool options -> keep faces together Edit Polygons -> Extrude Edit Polygons -> duplicate face Edit POlygons -> extract edit polygons -> wedge faces -> options NURBS: modeling with curves: organic: bodies, fruit, shapes maya tools: cv: control points ep: points on curve cubic is enough for curves linear is line See Bock's notes on Nurbs Surfaces & Nurbs modeling I revolve: around an axis loft: connect together; skins surface along series of profile curves planar: fill in closed curve with surface birail: sweep one or more profiles along path Subdivisions surfaces: successive refinement; block modeling methodology Other things: object naming template / show / unshow / layers snapping & align modify -> snap align objects -> duplicate: geometry type: copy or instance w/ offset mirroring Pig tutorial