Axis viewpoints

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Transcript

In this lesson video we are going to discuss about access a few points. So, what is exactly access a few points? Well access few points are a spatial viewing presets where we can see our scenes straight from a certain access. But before we start learning how to switch out of view to access few points, there is something important that we need to discuss first and that will be orientation convention. When working in 3d, it is strongly recommended that you first understand the convention of the orientation relative to the excess. This is because different 3d software or game engines may have different orientation convention.

For example, what is considered to be up direction in 3ds Max is different than the up direction in Unity game engine. In 3ds max the up direction is Z axis while in unity, the upper direction is Y axis. If you are working with multiple 3d software, this can be a bit daunting. But there is at least one thing that is common and uniform across all 3d software in the world. And that is the colors of the Xs. No matter what 3d software you are using, Z axis is always blue, y axis is always green, and x axis is always red.

Okay, for now, let's focus only on the orientation convention inside vendor. In vendor the up direction is z positive axis and the down direction is z negative axis. Okay, the front direction is y negative axis and the back direction is the y positive axis. Leslie, the right direction is the x positive axis and the left direction is the x negative axis. Now you always need to remember Gotta be convention all the time when working inside blender, especially the front direction, which is why negative axis, you should always create object facing negative y axis when modeling, you will understand later why this is important. If you ever forget this convention, just create a monkey head object.

The monkey head object, or also known as Suzanne will face the front direction correctly by default. So this way is fun. We can see this green line in here, this is the y axis, we can see the letter Y in here is also green and aligned with this green line. The one that has letter Y is the positive direction. So this way is positive and this way is negative. Okay, this red line is the x axis.

The one that has letter X is the positive direction which is this way and the one that doesn't have rattle x means the negative direction which is this way. And for a Z axis, I think it is very obvious now, positive Z axis is up, which is this way, and negative Z axis is down, which is this way. Okay? When modeling or placing objects in our 3d scene, we often need to see objects straight from front or side or top view, we can do this using several methods, mouse method, UI method, and keyboard method. Let's see how we can do this using the UI method first. To see object from the top view, we can click on this small z letter key.

If we do this correctly, we can see the word top orthographic. In here, it means we actually seeing the 3d viewport from top and the view is set to orthographic mode. Mostly if you want to see objects from the axis viewpoint you want it To be in orthographic. If for some reason you still want to see in perspective mode, we can press this prospective toggle button just as we discussed earlier. Now, while in access viewpoint like this, you can zoom in and out, and you can also pan the viewport. But notice if you try to rotate the view, it will go back to custom view and perspective mode.

You can see the words user perspective again like before, the user text in here means that it is in user preferred viewing angle. To see from the side view, we can either click on the X positive in here or the x negative in here. To see from the front we can click on the Y negative in here. And to see from the back we can click on the Y positive in here. I'm sure you get the idea now. Next is accessing access a few points using only keyboard shortcuts.

To do this, we need to rely on the numpad. Again, first is number one key in a number pad. This number one button will change our viewport to front view orthographic. Next is number three, which will change our viewing angle to site view orthographic. And last but not least, is number seven, which will change our viewport to top view orthographic. Okay, you might be wondering why now, why in the world Blender twos, those numbers for switching the view?

I mean, why number one, and three and seven? To answer this question, let's take a look at this graphic first. Remember, when we are in high school, we learned how to draw a simple technical drawing on paper. For example, let's say we want to draw a car. Usually we need to start with the front view. Then we take Our ruler and create these guidelines.

So we can draw the top area precisely like this. Then we create horizontal lines like these to guide us to draw the car from the side view. Okay, so this is the front view, this is the top view, and this is the side view. Now, if you just remember this image, just put this image in your head, you will remember the number one, three and seven shortcuts because if we map this to our numbered layout, we can see that they have similar positions. Number seven key position is at the left top corner, just like this top view drawing. Number one is for the front view, located at the left bottom corner, dislike this image of our cars from view.

And the last one is number three located at the right bottom part of the numpad exactly like the position of our country. Side View drawing. Okay, so again, just remember this layout in your head, and you should remember the shortcuts much easier. Now, you might be wondering, can we only see three axis views using keyboard shortcuts? What about the back view button view and left view? Well, there are two methods to access them.

First is by holding the control key. So for example, if we want to see the bottom view, because bottom is the opposite of top view, we can hold CTRL and then press the number seven key. Now we have button view. To see from the left view, hold CTRL and then press number three key. And finally to see the back view, hold CTRL and then press number one key. Okay, so those are the first method.

The second method is by using the number nine key this key is actually used to flip the view. So for example, if we want to see the bottom view, we can press seven first, which essentially turn the view to top view, and then followed by nine, we are now seeing the bottom view. To see from the left view, we can press three and then followed by nine. To see the back few, we can press one and then followed by nine. Okay, and the last keyboard shortcut I want to mention here is number five. Pressing number five in the numpad will toggle the viewport between perspective and orthographic mode.

So basically, it is the same as clicking on this small button up here. This is orthographic and this is perspective. Okay. So that is how you use the keyboard shortcuts to access access a few points. The last method we are going to discuss is using the mouse to access The axis viewpoints. If we have a useful view like this, and we want to see this monkey head object from right view, which is this way, first, hold the Alt key and then drag using the middle mouse button to the left, like you normally do viewport rotation.

As you can see, the viewport will snap to the nearest access viewpoint, and automatically switch to orthographic mode. At this stage, if we hold out again, and then drag with the middle mouse button to the right, we get the front access viewpoint. If we hold out and drag down like this, we get the top view. I'm sure you get the idea now, something that you need to be aware of though, when using the mouse method is that you need to hold the ALT first and then drag with the middle mouse button. If you do this the other way around. I mean, if you first drag your middle mouse button, and then while dragging you hold the Alt key You will also get an access viewpoint snapping, but we don't orthographic mode or it is still in perspective mode.

Mostly, this is not what we want. So just make sure you hold the Alt key first before dragging with the middle mouse button so we get the orthographic view automatically.

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