scaling and rotating objects by constraining axes
Now that we are comfortable exercising control over the movement of
objects in 3D space, lets take a look at how the concept of constraining
the axes can also be applied to scaling and rotating objects.
scaling objects by constraining axes
Using the same sphere and the main view being the front view,
with
a secondary window of the top view, locate the pop up button for
scaling the object.
Click, hold, and
choose scale
from
the pop up menu.
To uniformly scale objects in trueSpace, you click and hold both the left
and right mouse button together.
By just clicking and holding the left button, we get somewhat the same
result as if, we had constrained either the X or Y axis. If you
move your
mouse vertically, the Y axis the sphere grows taller or flatter, but
not wider.
If you move your mouse horizontally, you will notice the the sphere gets
wider or thinner, but not taller or flatter.
You will notice by looking at the top view, that, the
sphere never gets any
wider in terms of depth but, if you left click in the top view you can
adjust
the depth of the sphere by vertically moving your mouse.
If you want perfect control over scaling, you can constrain the axes as
previously described.
rotating objects by constraining axes
Constraining the axes to rotate a object is extremely useful. Locate
the
pop up button for rotating the object.
Click,
hold, and choose rotate
from the
pop up menu.
If you click and hold the left mouse button, and move
your mouse with all
axes active, the sphere will move in any direction.
However, you will notice you
have very little control over the direction of the rotation. Click the X and Z
axes to deactivate them, leaving only the Y axis active. Now, when
you rotate
the sphere, you will notice it only spins on its horizontal axis. This is
very useful
for turning a object to model it's back or sides, without affecting
it's orientation.
Try constraining the Y and Z axes, thereby making the X axis active.
Now, when
you rotate the object it will only roll vertically. This is again
handy for viewing or
modeling the top or bottom of the object.
If you click and hold the right mouse button, you are in effect
restraining the X
and Y axes, leaving the Z [depth] axis active. This allows you to roll
the object
in a circular motion, without changing the objects rotation in the front
view.
This tutorial, although very simple, forms the basis of
modeling the most
complex objects. So, take time to become familier with
it, and get in the habit
of constraining the axes you don't need. You will find that you have
greater
control and confidence in modeling your projects.
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