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Transforming 3D Objects
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Papa Georgio

Pluralsight

Papa Georgio
[MUSIC PLAYING] In this lesson, we will learn the three primary ways to manipulate a 3D object. This is called transforms. The first way we've already seen, which is translate. When we move an object around in 3D space, we are translating it. In other words, moving it from one position to another. To activate Translate Mode, we can either use a keyboard shortcut or click a button in the user interface. A Translate Manipulator-- which has three arrows that correspond to the three axis-- each of these point in the positive direction of those axis. The x-axis is red, the y-axis is green, and the z-axis is blue. The next manipulator we're going to look at is Rotate. When we activate Rotate Mode you'll notice that our manipulator changed. We now have rings around our object. When we grab the red ring and drag, the object now rotates around the x-axis. The last manipulator is Scale, which changes the size of the object. As you can see, the manipulator changes yet again, giving us visual cue on how it will behave. We can scale in the individual axis, elongated or squishing the object. We can also scale the object in all three axis at once by modifying the center of the manipulator, making the object grow or shrink proportionally. Let's use what we just learned to animate a door opening and closing. We'll start by adding some rotation to the y-axis. Because the pivot point is in the center of the door, it rotates around that position. To fix this, let's activate the Move Pivot Mode. This allows us to move the pivot point to where we want the rotation to take place. Now by translating the pivot point to the edge of the door, we can now animate the door opening and closing and not just spinning. In this lesson we learned about the three manipulators-- translate, rotate, and scale. And about pivots. In the next lesson, we'll learn how to control time. [MUSIC PLAYING]
With this tutorial, we will take a software independent look at some of the vital terminology that is required to build a solid foundation for learning how to animate 3D models.

The purpose of these standalone lessons is not to learn how to use any specific software, but rather to focus on learning fundamental terminology. It is recommended that you are familiar with all of the terminology that is discussed throughout these Visual Guide lessons before starting to follow along with any animation tutorials.

Explore more with our free resource on Common Terminology for 3D Animation
Introduction and Project Overview
1

Introduction and Project Overview

 
01:19
Basics of Computer Animation
2

Basics of Computer Animation

 
01:16
Understanding 3D Space
3

Understanding 3D Space

 
02:16
Transforming 3D Objects
4

Transforming 3D Objects

 
02:12
Understanding Time in Animation
5

Understanding Time in Animation

 
02:38
Creating Animation with Keyframes
6

Creating Animation with Keyframes

 
03:18
Animation Editors: the Dopesheet
7

Animation Editors: the Dopesheet

 
02:07
Animation Editors: the Graph Editor
8

Animation Editors: the Graph Editor

 
02:38
Understanding Tangent Handles
9

Understanding Tangent Handles

 
02:04
Interpolation Types and Ghosting
10

Interpolation Types and Ghosting

 
02:49
Creating Repeating Animation using Cycling
11

Creating Repeating Animation using Cycling

 
02:06
Camera Animation and Motion Paths
12

Camera Animation and Motion Paths

 
01:36
Understanding Rigging
13

Understanding Rigging

 
02:15
Understanding Constraints
14

Understanding Constraints

 
02:09
Understanding Deformers
15

Understanding Deformers

 
01:15
Understanding Bones and Skinning
16

Understanding Bones and Skinning

 
01:47
Hierarchies and Forward Kinematics
17

Hierarchies and Forward Kinematics

 
01:44
Inverse Kinematics
18

Inverse Kinematics

 
03:01
Understanding Expressions
19

Understanding Expressions

 
03:48
Character Animation
20

Character Animation

 
01:37
Understanding Morph Shapes
21

Understanding Morph Shapes

 
01:55
Understanding Non-Linear Animation
22

Understanding Non-Linear Animation

 
02:36
Understanding Motion Capture
23

Understanding Motion Capture

 
02:40
Breakdown and In-between Keys
24

Breakdown and In-between Keys

 
01:52
Interpolation
25

Interpolation

 
02:03
Pivot Point
26

Pivot Point

 
01:44
Control Curves
27

Control Curves

 
01:38
Set-Driven Keys
28

Set-Driven Keys

 
02:27
Baking Simulations
29

Baking Simulations

 
01:46
Channel Box
30

Channel Box

 
01:39