In the end they all basically result in the same thing, creating a new edge ( and thus two vertices ) across one or more faces. In box modeling, this is easily the most common command you will use and as you can see, it has a number of different names depending on the implementation. The following operations however will change the underlying geometry. After scaling, translating or rotating, you still have the exact same number of vertices, faces and edges as you started with. However, rotating a single vertex will have no effect.Īll the previous commands are special in that they do not alter the underlying geometry. Rotation stays pretty consistent regardless of if you are rotating an object, a face, edge, or vertices. You can rotate around any ( and all ) of the 3 axis. This image shows rotating a single selected face around a single axis. Additionally, scaling an edge will cause it to get longer or shorter. Scaling a single vertex will do nothing while scaling two vertices will move them further apart or closer together depending on the direction you scale in. Scaling varies based on what the item is selected. You can also scale along a specific axis which basically results in squashing or stretching. You can scale uniformly ( like the example ) which means the item will scale equally in all directions. Simply put, scaling makes an object bigger or smaller. This image illustrates scaling a single selected face. You can move along all three axis ( directions ) or you can constrain movement to only occur in a single direction, or even to “snap” movements to the grid or other objects. As you can see, moving a face can significantly change the size of the object. The image to the left illustrates translating ( or more simply moving ) a selected face in a couple of different directions. All three of these tasks can be performed on the entire object, or a component of it, such as a face or edge. The three most common actions you will perform are translate, scale, and rotate. Oh and for the record the plural of axis is actually axes, but that is exceedingly confusing to read, especially if the concept is new to you! So the earlier typo was intentional. If you aren’t really comfortable with the concept I suggest you check out this post. In order to understand this chapter, you are going to need to be familiar with the concept of axis ( x,y,z ) to describe directions. Although the names may change from application to application, the following instruction should be applicable to any modern 3D modeler. At its core, 3D modeling is pretty straight forward and is built around a few core operations. Now that we covered the basic building blocks of 3D modeling, let’s look at what we can do with them.
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