Splinophilia By Victor Navone (IPO Curves)

Blender uses the Right Handed Cartesian Convention .

X = horizontal location (left/right)

x-coordinate.JPG

Z = vertical axis, (up/down)

Z Coordinate

Y = depth location (front/back)

X,Y,Z picture

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.

screenshot007.jpg
I just came across a two part tutorial titled Splinaphobia by Pixar’s Victor Navone that discusses animating using Splines. It’s rare that we get a glimpse into how the Pros work so this is definitely worth checking out.

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.

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