3D Matrix
Intro
Apply 3D transformations to Shapes and Sub-Meshes.
UI
Position - Set the X and Y position.
Position Z - Set the Z position.
Rotation - Set the X and Y rotation.
Rotation Z - Set the Z rotation.
Align X - Align the pivot point to the Shape’s bounding box for rotation around the X axis. A value of -1
will position the pivot to the left edge, a value of 1
will set it to the right edge.
Align Y - Align the pivot point to the Shape’s bounding box for rotation around the Y axis. A value of -1
will position the pivot to the bottom edge, a value of 1
will set it to the top edge.
Use Levels - Affect different levels of the Shape's hierarchy. See the example below and the Sub-Mesh page for more info.
Level Mode - These presets set the Level value:
- Custom... - Manually set a Custom Level.
- Text (Lines) - Sets a Level value of 1.
- Text (Words) - Sets a Level value of 2.
- Text (Characters) - Sets a Level value of 3.
Custom Level - Manually set the Level value.
- Create a Shape.
- In the Attribute Editor, click the
+
button on the Deformers attribute. - Choose 3D Matrix.
- Double click the 3D Matrix in the Scene Window to load it into the Attribute Editor.
- Scrub the Rotation X attribute.
The Shape will rotate around its X axis to give the appearance of a three dimensional object.
- Create a Rectangle.
- Enable the Rectangle's Stroke.
- With the Rectangle selected, click the Duplicator icon in the Shelf.
- Set the Duplicator's:
- Distribution to
10
. - Size to
600
.
- Distribution to
- Click the
+
button on the Duplicator's Deformers attribute and choose 3D Matrix from the list. - Right click on the 3D Matrix's Position Z attribute >
Add Behaviour > Value
. - Set the Value's Value to
-100
. - On the Value's Falloffs tab, right click in the Falloffs input >
Add Falloffs > Falloff
. - On the 3D Matrix, check Use Levels.
- Move the Falloff left/right.
As the Falloff moves over each rectangle it moves in front of the others.