![]() ![]() This point divides each axis into a positive and a negative side. The point at which each of these axes intersects is called the world origin. He devised a system wherein each of the axes described above was designated with a letter: x for width, y for height and z for depth. At some pivotal moment, he realized that he could exactly describe the flys position by using just three numbers. In fact, the story goes that René was lying in bed while watching a fly. Houdini uses a rectangular coordinate system that is basically the same as the one René Descartes created way back in the 1600s. This sort of visualization is easily understood in terms of 3D coordinate systems as well. From this perspective, the left to right measurement indicates width, the top to bottom measurement indicates height, and the measurement from the top side to the back side of the mattress indicates depth. Now imagine you are floating above and looking down on one mattress. ![]() After all, how else can you ensure that every square foot of your room is covered in springy good times? After taking these measurements, you usually describe them in terms of a width, height and depth. Most of you have, at one time or another, had the experience of measuring a mattress. So you are determined and excited now, right? That is good, because before you can jump into the glory of creating an alien world or a terrestrial apocalypse, you must first ensure that you have a solid understanding of the 3D concepts that comprise your new environment. In the next few months, VFXWorld readers will learn the basics of the dominant tool that has been used in the creation of some of the most awe-inspiring animation and cinematic effects ever made. This is the next in a series of excerpts from the Thomson Course Technology book The Magic of Houdini by Will Cunningham. ![]()
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