![]() ![]() For this reason, I will enlarge the panel from time to time. Our Preview panel here doesn’t always have the optimal size to follow our actions. We can detect this change on the preview panel. We need the XZ parameter, which gives the right plane and the object becomes our floor surface now. This means that the rectangle has its area spread out along the XY axes. Do not worry, this rectangle object has a “Plane” property, which is set to “XY” now. This plane is created by a “Rectangle” object here, which is a planar rectangle placed in the 3D space.Īs you can see it is added now to the scene but with incorrect, vertical placement. ![]() The next step is to add a plane, which will be a floor surface in order to have something to relate our sphere to. ![]() I will not go into details on this subject but you are advised to go through that one too,at some point in the future. There is a separate documentation available on what type of mouse operations are available to the camera mover. Here, for instance, I can move the camera backwards or go around the object by simply using the mouse. When this module is connected to the camera, we can adjust the position of it either on the preview panel or on the output monitor directly by the mouse. This module can provide us with camera transformation settings and a zoom factor - which is basically the field of view angle of the camera. Therefore, we also have a dedicated module called “Camera Mover” for this purpose. Moving the camera with this tool alone would result in a tiresome editing process. Moving the camera backwards will bring the sphere into the view of the true camera. If we reposition the camera backwards, along the Z axis, like this, we see how a sphere appears. In this property, we can adjust position, rotation, and scaling. For this, we can use the “Transformation” property, which every green-colored scene node and every green-colored objects have. We can create a visible image if we position the camera elsewhere. The reason for this is that our camera is located in the middle of the sphere at the moment and the inner side of the sphere, that our camera is pointing at, is not being rendered. We are still not getting any preview image. This will also have a connection to our root node. The next object I will place in the scene is a sphere, a simple module called “Sphere”. This particular one is for structuring scene nodes and other scene objects. There are several, different reference connections in the system. We call these types of connections: “Reference Connections”. This connection is established not for the processing of data or videos, but exclusively for the indication of the relation between objects. It is worth mentioning here, that we have a type of connection, that we have not had so far. We do not have any on the Preview, since we still have an empty scene. The output of the camera is wired to the main output. The camera has to be wired under the root node too. In order to display anything in the scene, we have to add a “Camera”. All the other items will be arranged in a hierarchy under this one. We call them this in the Aximmetry system. One of the first things we have to do is add a so-called “Scene Node” to the compound. Every Node can present different, visible, geometrical shapes and additionally other sub-nodes. A 3D scene is basically a hierarchical composition of so-called “Nodes”. Let us create a new compound, to begin with. Despite its simplicity, it is vital, that we already have an understanding of 3D graphics in general or have gained some basic experience by using 3D modeling software. In this video, we are going to assemble a simple 3D scene. ![]()
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