Datasheet
Space is defined in three axes—X, Y, and Z—representing width, height, and depth.
The three axes form a numeric grid in which a particular point is defined by its coordinates
set forth as (#,#,#) corresponding to (X,Y,Z).
At the zero point of these axes is the origin. This is at (0,0,0) and is the intersection of
all three axes. The 3D space defined by these three axes is called the World Axis, in which
the XYZ axes are a fixed reference. The axis in World Space is always fixed and is repre-
sented in Maya by the XYZ axis icon in the lower-left corner of the perspective windows.
But since objects can be oriented in all sorts of directions within the World Axis, it’s
necessary for each object to have its own width, height, and depth axis independent of the
World Axis. This is called the Local Axis. The Local Axis is the XYZ coordinate space that
is attached to every object in Maya. When that object rotates or moves, its Local Axis
rotates and moves with it. This is necessary to make animating an object easier as it moves
and orients about in the World Axis.
You’ll get a hands-on introduction to Maya’s Cartesian coordinate space in the tutorial
in Chapter 3, where you’ll re-create the solar system with the sun placed at the origin, the
planets orbiting the World Axis and rotating on their own Local Axes, and moons orbiting
the planets and also rotating (see Figure 1.3).
Basic Design Concepts
How you lay out your scene and design your colors is what composition is about. Creating
a dynamic frame that not only catches the eye but informs and intrigues is itself an art form.
Some background in basic design is definitely helpful, and you’ll want to look at some
design books as you further your education in 3D. Understanding the fundamentals of
layout and design makes for better-looking scenes and easier setup. The concepts pre-
sented here will get you started.
Figure 1.3
The sun at the ori-
gin, Earth and other
planets orbiting the
World Axis and also
rotating on their
own axes, and the
moon orbiting Earth
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