When I first learn 3D animation via Blender there where many new concepts for me to try and understand. One of which was, how do you define the location of a 3D object in relationship to it’s world, the 2D computer screen. The answer is something that you learn in 7th grade Algebra, the X, Y & Z coordinate.
Blender uses the Right Handed Cartesian Convention .
X = horizontal location (left/right)
Y = depth location (front/back)
The location 0,0,0 (X,Y,Z) is is the center.
For those who want a more scientific explanation as to why this is, you can check Wikipedia.org for the right and left handed Cartesian coordinate Convention.
In Blender terms, splines = the IPO Curve via the IPO Curve editor.
Just remember while going through his exercises that Y is the vertical axis in Victor’s tutorial and in Blender it’s Z.
