**CAD (Computer-Aided Design)
**
The use of a computer to assist in the design process.
**Chamfer
**
A small angled surface formed between two surfaces.
**Design
**
An iterative decision-making process that produces plans by which resources are converted into products or systems that solve problems or meet human needs or desires.
**Horizontal
**
Parallel to the X axis.
**Model
**
A visual, mathematical, or three-dimensional representation in detail of an object or design, often smaller than the original. A model is often used to test ideas, make changes to a design, and to learn more about what would happen to a similar, real object.
**Polygon
**
A closed plane figure bounded by three or more line segments. Polygons are classified by the number of sides they have, such as a triangle has three sides, a quadrilateral has four sides, and a pentagon has five sides.
**Vertical
**
Parallel to the Y axis.
**Depth
**
The distance from front to back.
**Diameter
**
A straight line passing from side to side through the center of a circle or sphere.
**Dimension
**
A measurable extent, such as the three principal dimensions of an object of width, height, and depth.
**Orthographic Projection
**
A method of representing three-dimensional objects on a plane having only length and breadth.
**Plane
**
A flat surface on which a straight line joining any two points would wholly lie.
**Radius
**
A straight line from the center to the circumference of a circle or sphere.
**Three Dimensional (3D)
**
Having the dimensions of height, width, and depth.
**Two Dimensional (2D)
**
Having the dimensions of height and width, height and depth, or width and depth only.
**Views
**
Shorthand for Multiview projection, which is a system used to view an object. The six mutually perpendicular directions any object may be viewed are top, front, right-side, rear, left-side, and bottom. Top, front, and right-side views are also referred to as the three regular views because they are the three views most frequently used.
**3D GUI (Graphical User Interface)** All of the menus, commands and the workspace that is visible when you open a program or application.
**Viewports **The areas in the Graphical User Interface where you can view and manipulate objects created with a 3d modeling program.
**Perspective view**
A view of a scene or object that calculates the effect of perspective – similar to human vision.
**Axis (pl. Axes)
**
One of three imaginary lines perpendicular to each other that reference location and direction in 3D space.
**Origin or origin point**
Intersection of XYZ axes. Co-ordinates (0,0,0)
**Modeling**
The creation and modification of objects or scenes in a 3D computer environment using a variety of techniques.
**Primitives (primitive objects, primitive models, modeling primitive) **
A pre-made basic geometric form.
**Face**
A subdivision of a 2D or 3D form or mesh, the smallest of which is a triangular surface defined by 3 vertices.
**Normal
**
The side of a face that is visible.
**Object transformations
**
Positioning, rotating or scaling of objects in reference to the x, y and z co-ordinates.
**Parametric object**
An object that conforms to changes in its parameters.
**Spline**
A line constructed with and modified by control points facilitating smooth curves.
**Bezier spline
**
A type of spline that has control points away from the line itself, enabling creation of complex smooth curves.
**Sub Objects
**
The parts of objects that can be selected for manipulation or modification. i.e.: Vertices, Polygons, and Edges.
**Modifiers**
Commands that can be applied to sub objects to change or distort the parameters i.e.: Extrude, Twist and Tessellate.
**Gizmo**
A non-rendered object used to control a function that alters the appearance or parameters of an attached
rendered parametric object.
**Compound objects**
The manipulation or interaction of 2D shapes and 3D objects to create other objects.
**Boolean operations **
The relations created between 2 objects: Addition, Subtraction and Intersection.
**Lofting
**
Creation of a 3D object by moving a 2D object along a pre-defined path (line.)
**Lathing**
The process of spinning a shape around an axis to create a 3D object.
**Cloning **
One of a group of similar commands that replicate existing objects and their characteristics.
**Mirrored objects**
A command that replicates an existing object’s geometry and surface characteristics along the x, y or z axis.
**Instances
**
Copies of objects that derive all of their attributes from the original. All instances change if the original is modified.
**Importing geometry **
Importing objects, models, scenes in various formats into a 3D program for further manipulation or for Incorporation into an existing scene.
**Material**** ****Editor**
The interface in which you *define*, create, and apply *materials*
**Computer graphics lighting
**
Simulation of light in a computer generated environment
**Cameras
**
Viewing tools in *3D* visualization.
**Computer animation****
**
The process used for generating the perception of objects moving by using computer graphics.
**Rendering
**
The process of generating a 2D image or an animation from a model by means of computer software.
**3D Printing
**
Creation of an actual 3d object that conforms to the parameters of a computer model of the object
**Parameters
**
The size, shape and other properties of an object
**Cartesian**
The coordinate system that describes the location of points in space
**Hide
**
The command to not display a certain object.
**Grid**
The intersecting lines in the viewports to help with creating objects
**Zoom
**
To view an object or scene from an incrementally closer distance
**Pan
**
To view an object or scene from side to side or from a higher or lower perspective
**Arc Rotate
**
To view an object or scene as the viewer travels around it.
**Wireframe
**
A view of an object that shows only the edges and subdivisions of the object as linear outlines.
**World coordinate system
**
The x-y-z axis of the entire 3D space provided by the modeling program.
**Local coordinate system
**
The xyz coordinates of a particular object which can change position within the World coordinate system.
**NURBS
**
(non-uniform rational b-spline) are used to create smoothly curved objects
**Vertex
**
A point that can be manipulated in 3D space (Plural of vertex: vertices).
**Extrude
**
One of the primary ways of creating additional geometry – pulling a shape from a selected face of an existing object.
**Pivot Point
**
The moveable point on a 3D object where any rotation, scale, or movement originates.
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