Chapter 1 - Scene Visualization
You already know much of what you need
Everton da Rosa
Hospital de Base, Brasília, Brazil
What does it take to learn how to work with 3D?
If you are a person who knows how to operate a computer and at least have already edited a text, the answer is, little.
When editing a text we use the keyboard to enter the information, that is, the words. The keyboard helps us with the shortcuts, for example the most popular CTRL + C and CTRL + V for copy and paste. Note that we do not use the system menu to trigger these commands for a very simple reason, it is much faster and more convenient to do them by the shortcut keys.
When writing a text we do not limit ourselves to writing a sentence or writing a page. Almost always we format the letters, leaving them in bold, setting them as a title or tilting them and importing images or graphics. These latter actions can also be called interoperability.
The name is complex, but the concept is simple. Interoperability is, roughly speaking, the ability of programs to exchange information with one another. That is, you take the photo from a camera, save it on the PC, maybe use an image editor to increase the contrast, then import that image into your document. Well, the image was created and edited elsewhere! This is interoperability! The same is true of a table, which can be made in a spreadsheet editor and later imported into the text editor.
This amount of knowledge is not trivial. We could say that you already have 75% of all the computational skills needed to work with 3D modeling.
Now, if you are one of those who play or have already played a first-person shooter game, you can be sure that you have 95% of everything you need to model in 3D.
How is this possible?
Very simple. In addition to all the knowledge surrounding most computer programs, as already mentioned, the player still develops other capabilities inherent in the field of 3D computer graphics.
When playing on these platforms it is necessary first of all to analyze the scene to which one is going to interact. After studying the field of action, the player moves around the scene and if someone appears on the line the chance of this individual to take a shot is quite large. This ability to move and interact in a 3D environment is the starting piece for working with a modeling and animation program.
Observation of the scene
In the virtual world of computer graphics the sequence is almost the same. The first part of the process consists in observing the scene, in having an idea of what it is like. This command is known as orbit. That is, an observer orbit (Orbit) the scene watching it, as if it were an artificial satellite around the earth. It maintains a fixed distance and can see the scene from every possible angle.
But, not only orbiting man lives, one must approach to see the details of some specific point. For this we use the zoom commands, already well known to most computer operators. Besides zooming in and out (+ and - zooming) you also need to walk through the scenes or even move horizontally (a movement known as Pan).
A curious fact about these scene-observation commands is that they almost always focus on the mouse buttons. See the table below:
We have above the comparative of three programs that will be discussed later. The important thing now is to know that in the three basic zoom commands we see the direct involvement of the mouse. This makes it very clear that if you come across an open a 3D scene and use these combinations of commands, at least you will shift the viewer .
|Moraes & Salazar-Gamarra (2016)|