3d compositing, Real-world coordinates – Apple Motion 4 User Manual

Page 1187

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3D compositing introduces a number of new concepts to the art of motion graphics. At
first glance, these concepts might seem daunting. But you already have an advantage:
Because you move around in a real three-dimensional world, you’ll likely find the virtual
3D world of the Motion Canvas intuitively familiar.

This chapter covers the following:

Real-World Coordinates

(p. 1187)

3D Transform Tools

(p. 1189)

3D Workspace and Views

(p. 1199)

Cameras

(p. 1208)

2D and 3D Group Intersection

(p. 1221)

Lighting

(p. 1224)

Shadows

(p. 1231)

Reflections

(p. 1241)

Real-World Coordinates

The position of any object in the real world can be described using a simple coordinate
system. For example, you could describe your computer’s position as being four feet
across from the door, three feet up from the floor, and five feet in front of the window. In
a coordinate system, each of the three numbers used to describe an object’s position
corresponds to a coordinate axis. The place where the zero values along each axis meet
is called the origin. In this example, the X equals 4, Y equals 3, and Z equals 5.

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3D Compositing

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