Part 1: https://scratch.mit.edu/projects/406896730/ FULLSCREEN recommended! ------------------------------- Press RIGHT ARROW to advance. Press LEFT ARROW to go back. Press M to turn the music on/off. In Part 2, we'll learn how to rotate, translate, and scale objects.
FAQ: Q0: Do I need to know high school math to understand this? A0: You do not need to know high school math to use the concepts we learn in this tutorial. You can simply combine different transformation blocks and use your visual intuition to guess how transformations will affect your object. However, if you want to learn HOW each transformation works, you need to learn Linear Algebra. 3Blue1Brown is a great YouTube channel that teaches Linear Algebra. Q1: Why do I need to translate the cube along the z axis? A1: Right now, our camera is stuck at the origin (0,0,0). If we don't translate the cube, then our cube will also be at the origin. This causes the camera to be inside the cube, which causes many rendering problems (that we'll fix later). To see the cube properly, we need to move the cube in front of the camera by translating it along the z axis. Q2: Why does the order of transformations matter? A2: In general, transformations are not commutative. Furthermore, rotation and scaling are both done relative to the ORIGIN (0,0,0). So if you translate your cube away from the origin and then try to rotate around the +Y axis, you'll notice that the cube is actually swinging around the global +Y axis instead of spinning around the cube's own center of mass. That's why you should scale and rotate at the origin before translating your cube to another place. ======================================== Music: 1. OrangeCoffee - Coffee Break 2. OrangeCoffee - My House Special thanks to DadOfMrLog, Griffpatch, and TiberiumFusion for providing excellent study material for developing 3D frameworks in Scratch!