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2020 March 23

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Pasha Gershunov in Maya 3D
да не, я не парюсь на эту тему, просто странно что автостол не сделает всё под одну гребёнку
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Alexman Monk in Maya 3D
В блене z тоже вверх смотрит
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Alexman Monk in Maya 3D
И мне это всегда логичным казалось
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Pasha Gershunov in Maya 3D
ну видимо блен тоже "особенный" как и макс))
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3D Povar in Maya 3D
Pasha Gershunov
да не, я не парюсь на эту тему, просто странно что автостол не сделает всё под одну гребёнку
наврное проще добавить глочку в экспорт
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3D Povar in Maya 3D
чем разворачивать все старые модельки в новой версии макса
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Pasha Gershunov in Maya 3D
ну тоже правильно
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M̶R̶.Star.loɹd in Maya 3D
Alexman Monk
В блене z тоже вверх смотрит
Вверх, тоесть вверх, а не в сторону меня??
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Alessio Scukhov in Maya 3D
Блендер....
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Vex in Maya 3D
Pasha Gershunov
та так то в принципе по барабану, но просто интересно, как так получилось то
The tale starts with 3DS Max. Released in 1990, it's designed and used primarily for architectural purposes. In Architecture, you typically start with your floor plan which would be plotted on a 2D grid first, X and Y. When it comes to extruding that up into a 3D model, you need the next dimension (Z) to be up. That fellow devs, is apparently why Z is up in 3DS Max. Makes perfect sense for it to be that way.

In 1998 Maya is released primarily as an animation package. Animation at the time was typically in 2D, from the side-on. Think early Disney and other old animated titles done from a side-on perspective (like a 2D platformer). You start working in X and Y, and your new dimension Z becomes the depth. That would also explain why Maya is Y-Up.

3DS Max was the modelling package of choice for most developers at the time, and as Unreal came out before Maya (and it's crazy ideas) - Unreal was done in Z-Up to match.
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3D Povar in Maya 3D
Vex
The tale starts with 3DS Max. Released in 1990, it's designed and used primarily for architectural purposes. In Architecture, you typically start with your floor plan which would be plotted on a 2D grid first, X and Y. When it comes to extruding that up into a 3D model, you need the next dimension (Z) to be up. That fellow devs, is apparently why Z is up in 3DS Max. Makes perfect sense for it to be that way.

In 1998 Maya is released primarily as an animation package. Animation at the time was typically in 2D, from the side-on. Think early Disney and other old animated titles done from a side-on perspective (like a 2D platformer). You start working in X and Y, and your new dimension Z becomes the depth. That would also explain why Maya is Y-Up.

3DS Max was the modelling package of choice for most developers at the time, and as Unreal came out before Maya (and it's crazy ideas) - Unreal was done in Z-Up to match.
кек
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3D Povar in Maya 3D
я был прав!
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3D Povar in Maya 3D
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Pasha Gershunov in Maya 3D
подозревал, что ноги оттуда растут)
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M̶R̶.Star.loɹd in Maya 3D
M̶R̶.Star.loɹd
Вверх, тоесть вверх, а не в сторону меня??
Просто вращатся в блене или мае во вьюпорте, для меня было вполне привычно, но как только друг максист кинул мне файл и сразу все сломалось и пришлось прывикать, может он чтото другое мне сломал, хз
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Alessio Scukhov in Maya 3D
Vex
The tale starts with 3DS Max. Released in 1990, it's designed and used primarily for architectural purposes. In Architecture, you typically start with your floor plan which would be plotted on a 2D grid first, X and Y. When it comes to extruding that up into a 3D model, you need the next dimension (Z) to be up. That fellow devs, is apparently why Z is up in 3DS Max. Makes perfect sense for it to be that way.

In 1998 Maya is released primarily as an animation package. Animation at the time was typically in 2D, from the side-on. Think early Disney and other old animated titles done from a side-on perspective (like a 2D platformer). You start working in X and Y, and your new dimension Z becomes the depth. That would also explain why Maya is Y-Up.

3DS Max was the modelling package of choice for most developers at the time, and as Unreal came out before Maya (and it's crazy ideas) - Unreal was done in Z-Up to match.
Познавательно
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Vladimir Sarkisyan in Maya 3D
Челебосы, подскажите курсы по майке норм
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Alessio Scukhov in Maya 3D
Онлайн?
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Vladimir Sarkisyan in Maya 3D
Ага
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Alessio Scukhov in Maya 3D
На ютьюбе mike hernes глянь
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