Computer Animation relating to the world of 3d modeling/animation depends upon concepts that form their rules around groups of three main pieces.
The Cartesian Co-ordinate system contains three directions depicted by: x – the horizontal direction y – the vertical direction z – the depth direction the three categories of motion that can be assigned to a timeline are: t – translation (from one x,y,z position to another) s – scale (parallel to any axis x,y,z) r – rotation (around any axis x,y,z) example of y rotation is a spinning top. if we want to control the mapping of an image along the surface of a 3d model we can assign the control points like tacks holding a piece of fabric to any surface. u – equals the x direction v – equals the y direction w – equals the z direction (for bumps) and since we use lights and colors on the surface of any 3d model there are numerous measurable parameters relating to these as well.
Some examples beginning with the fundamental 3 additive colors in the primary palette of light: red, green, blue if we want to define as well as animate the colors local to any object there are up to three different material properties that can be described with mixtures of the 3 primary colors.. These material properties are: diffuse: the actual color of the object ambient: the shadow color of the object also affected by the surrounding environment of light and shade and other objects. Spectral: the highlight of the object which is also affected by how shiny or reflective or transparent the material the object is made of. in general there are many other measurable groups of characteristics used to declare variables that represent visual characteristics simulated in 3d computer environments that can safely be assumed to contain 3 properties that can be controlled with numerical data that allow artists, scientists, and anyone in between, to control the resulting visual through numbers assigned to 3 distinct channels.
dimension by applying math that is called trigonometry. Simply described as the mathematics of triangles. if we think of additional sciences or areas of study, there is a logical connection between art and science that fully requires metaphors, protocols, languages or instructions to rely upon the existence of 3 ingredients. even though it is cleverly hidden in new forms of 3d software, there is one common rule that is followed by even the most advanced methods by which computers "render" images by calculating the 3dimensional models created by a user: In order for a smooth surface to be drawn by the display, the data is converted into its smallest possible building block: the triangle. in other words: the computer needs to digest a complex set of instructions into the smallest possible chunk in order to build it as asked. This technique is known as: triangulation. I'm not a scientist, I'm an artist. So, as I write this, a question comes to mind: if all this stuff Ii need to make pictures is related to Even if given only 2 major directions of control within a software tool we can still create the third threes. It also seems obvious i need science/math to make 3d pictures. Although this contribution is really just an informal description of the realm of computer animation, the activity of expressing it brings to mind a question that needs some answer that doesn't occur to me…. If art can be grouped with science in some family called "existence" what is the third member?