11. Orthographic: two-dimensional view of a three-dimensional
object. This view represents the exact shape of an object as seen
from one side. Depth is not shown.
12. X, Y, and Z
• X, Y, and Z are axis lines
• In other 3D programs, Y is up, but for Blender, Z is up
• In 2D animation, when you’re using a piece of paper, X is left to right
and Z is up and down
• In 3D animation, we add in depth. So in Blender, that’s the Y axis
14. 3D cursor: a point in 3D space that can be used for multiple
things
• Today, we’ll be using it to determine where our objects will be placed
when we create them
15. Model: a collection of 3D components that make up your different
objects
• Everything in your scene could be referred to as a model
22. Empty (Null): an empty object that doesn’t have points or
surfaces, but can be used as one or more objects’ parent
23. Parent/children: (barrel of monkeys chain): parent is an object at
the top of a hierarchy and/or above another. Children are the
objects below another object.
24. Frames: an individual picture in a sequence of images. Once you
put the sequence together, you create an animation
25. Keyframes: a pose that defines the starting and ending points of
any smooth transition