Talk:Blender 3D: Noob to Pro/3D Geometry

Complete Rewrite
I have completely rewritten the text on this page, and added more diagrams, to try to give a clearer explanation of how coordinates work. Ldo (talk) 06:47, 13 December 2010 (UTC)

more info needed
The sentence where it says positive rotation "If you point your thumb into the direction of the positive rotation axis and close your fingers, they show the direction of the rotation, i.e. the angles get larger in that direction." How can i understand what positive rotation is to point my thumb at it?.This sentence needs further explanation if a noob is to continue. regards


 * I would say that figure 3 makes it fairly clear. Presumably, in the tool a rotation operation can be implemented by defining a vector for the rotation axis and a separate value for the angle of the rotation. If the value of the angle is positive, that means a "positive" rotation following the fingers of the right hand. To produce a "negative" rotation about the same axis, you leave the axis vector the same and set the "angle" to a negative value. Regards, Recent Runes (talk) 19:24, 14 May 2010 (UTC)


 * I agree with Recent Runes. Assuming you're rotating something about an axis parallel to one of the axes, figures 1 and 3 make this concept quite easy to understand. Besides, this is not massively important ("needs further explanation if a noob is to continue") -- if you're unsure about the direction of rotation, use Blender to try it, you can always Ctrl-Z to undo the rotation if it went the wrong way for you.  The text is only there to explain that, by the right-hand rule, positive angles are counterclockwise when viewed from "above" the axis of rotation.

Zoinks (talk) 16:12, 26 October 2010 (UTC)

I would also suggest erasing the [a b c I B F] labels in the image 2 (or not adding them in a replacement) as these aren't mentioned in the page text. Zoinks (talk) 15:58, 26 October 2010 (UTC)

The way I see them, the graphical examples appear counter-clockwise. I am puzzled, but will figure it out. ETA: OK I think I understand. I am supposed to orient my view towards the direction of the thumb. 70.179.155.91 (discuss) 16:40, 9 June 2011 (UTC)

Axes / Origin
Maybe also define the origin as the point at which the X,Y,Z axes cross each other -- this (important) fact isn't mentioned; the axes seem to be defined in terms of their (relative) directions rather than as (imaginary) lines in 3D space. This is covered in Blender_3D:_Noob_to_Pro/Coordinate_Spaces_in_Blender, but perhaps worth mentioning here too. Zoinks (talk) 16:45, 26 October 2010 (UTC)

The description is also confusing as written. The clause "they are conventionally labelled X (the vertical or height), Y (the horizontal or length) and Z (the breadth), in that order" completely contradicts the rest of the paragraph's use of x, y, and z. Also, using the word "breadth" while W is used for width is also confusing. I have submitted a correction for this. JustinTime55 (discuss • contribs) 21:12, 16 June 2012 (UTC)

the diagram is not show what whirt it should show
in the diagrm it have just three images and also those just show the Y axe and the Z axe.

Confusing space-orientation of "walls" in explanations
In the "wall-naming" part, the text says the wall has a clockwise orientation. So, after selecting a wall as north, its left wall must be the east, and then comes the south. But in the picture, the orientation is counter-clockwise: the "x-z wall", which represents the south, comes after the west (z-y wall) instead of east, and that is very confusing.