Graphics Programs Reference
In-Depth Information
Engage Thrusters
1. Start by adding a new scene to our file and name it Main .
2.
Add a camera to the scene and name it mainCamera , go to the Object tab in the
Properties Editor , and set the values in the Transform panel as follows:
F Locaion: 6.49 X, 10.71 Y, 3.96 Z
F Rotaion: 73.38º X, 0º Y, 165.39º Z
3.
Now that the camera is placed, go to the Planet scene, select the planet sphere,
and go to Object → Make Links → Objects to Scene → Main . Go back to the
main scene, select the planet sphere and set its properies ( Object tab , in the
Properties Editor ) as follows:
F Locaion: 10.31 X, -10.89 Y, 3.30 Z (Transform panel)
The rotaion for the Z axis can be changed at will.
4. The next object to bring into the main scene is the main ship; go to the Mother
Ship scene, select the object of the detailed mother ship and link the object to the
main scene by going to Object → Make Links → Objects to Scene → Main . Now
is a good ime to bring up the Properties sidebar ( View → Properties ) and make
sure the dimensions of the model correspond to these: 5.26 X , 3.38 Y , 1.77 Z .
5. If the dimensions of the mother ship are very different from the given values, scale
it unil it gets values closer to the indicated ones. The locaion and rotaion of the
mother ship must be left unchanged (they must be zero).
6. We sill need one more object in our main scene: the space ighter. Let's go to the
space fighter scene, select the object, and hit Ctrl + L → Objects to Scene →
Main . Now go back to the main scene, select the space fighter and apply these
values in the Transform panel ( Object tab of the Properties Editor ):
F Locaion: 6.57 X, 7.53 Y, 2.55 Z
F Rotaion: 14.21º X, 50.65º Y, 150.75º Z
F Scale: 0.089 for all X, Y, and Z
If we take a look at what the camera is seeing right now, we should see something
resembling the original sketch that we started with.
At this point you must be wondering: Where is the energy shield for the mother
ship? We left the shield for later because the shader for it needed to be tweaked
according to what the composiing nodes allowed (and helped) us to do.
 
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