8
1080 Glossary
Note:
These settings do not affect the path a
delegate takes, which is produced by other
behaviors such as Seek and Avoid. Orientation
influencesonlythedirectionthedelegatefacesasit
traverses the path.
Or igi n
Origin is the 0,0,0 point where the X, Y, and Z axes intersect.
A coordinate system assigns an arbitrar y point in
space as the origin, and sets each axis at that point
to zero.
In the
world coordinate system (page 3–1129)
,
numbers increase from the origin to the rig ht a long
the X axis, upward along the Y axis, and away from
you on the Z axis. Numbers decrease (–1, –2, –3,
and so on) to the left along the X axis, dow nward
along the Y axis, and to ward you along the Z axis.
The distance between each whole number is called
a unit of measurement (a 3ds Max unit).
You can combine the measurements of a l l three
axes to mark specific locations in 3D space. The
combined measurements are called coordinates.
Thus,attheorigin,thecoordinatesareX=0,Y=0,
Z=0, which can be expressed more simply as the
vector (0,0,0).
Fromtheorigin,thecoordinatesatalocation100
units to the right, 150 units up, and 60 units away
are X=100, Y=150, Z=60, or (100,150,60).
Ort hogra phic Vi ew
Orthograph ic views of a model
Whether produced on computer or paper, most
3D design relies on 2D representations for accurate
description of objects and their posit ioning.
Maps, plans, cross-sections, and elevations are
all examples of 2D representations. Each of these
viewsrepresentsan
orthographic view
.Infamiliar
terms, you might think of these views as "flat" or
"straig ht-on," or as "looking at rig ht angles."
Or thographic views are two-dimensional,
eachdefinedbytwoworldcoordinateaxes.
Combinations of these axes produce three pairs