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3D overview

Microsoft® Expression Blend™ offers useful tools for creating, modifying, and animating 3D objects. Expression Blend can import 3D content in the .obj file format. In order for these files to render correctly, you will also need to import the material file that defines what materials are used on the 3D object. This file is often an .mtl file format. In addition, if there are any images that are used as textures on your 3D content, you should import those image files into your project as well.

3D content is contained within a Viewport3D control. This viewport essentially acts as a wrapper or container for the 3D content. You can modify the materials, lights, and the camera in the Properties panel to give desired effects and visual attributes to your 3D content.

Viewport3D

1 Viewport3D A two dimensional element (control), like an ellipse, that acts as a container for rendering 3D content in a document.
2 Camera Represents a viewpoint in a document, and behaves much like a video camera would. The camera is used to take the 3D content and convert it into a 2D image (a normal, flat object) for the screen. There are two types of camera: Perspective and Orthographic.
3 Material Materials for 3D content represent the color, texture, and general appearance of the actual 3D object itself. Lighting can affect the visual appearance of the object as well, but materials actually directly affect the surfaces of the 3D object. There are 3 types of material: Diffuse, Emissive, and Specular.
4 Lights As you might expect, lights add light to the 3D content. Without light you will not see much of your 3D content as this is much like trying to see something with absolutely no light. There are 4 types of light: Ambient, Spot, Directional, and Point.

The 3D model

There are a few ways that you can change the orientation and location of a 3D object using handles. For example, using the Selection tool, you can double-click the 3D object to select it—not any of the axes handles—then drag it around the artboard. If you try this, you'll notice that the 3D object does not get closer or farther away from you as you drag it. If you then press ALT and drag the mouse up and down you will notice that the 3D object moves closer and farther away from you.

You can also rotate, reposition, and scale a 3D object under Transform in the Properties panel just as you would with any object.

Tip Scaling and resizing are very different ways to change the size of an object. Scaling changes the size of an object and all of its properties by a percentage of the starting size—for example, the stroke of a stroked object will scale as well and no longer map to a specific stroke width. Resizing just means that you are changing the Height and Width properties (dimensions) of the object.

The transformation handles are unique in 3D, so it is helpful to understand how to best use each one:

3D object showing all handles

3D object showing all handles

Axis Description Handles
X axis You can rotate the object about the X axis (red handles) by clicking and dragging the X rotation handle (red arc). The rotation handle allows you to rotate the object about the X axis, the position handle (red arrow) allows you to move the object along the X axis, and the scaling handle (red box) allows you to scale the object along the X axis.

X axis handles for 1) Rotation, 2) Position

X axis handles for
1 Rotation, and 2 Position

Y axis You can rotate the object about the Y axis (green handles) by clicking and dragging the Y rotation handle (green arc). The rotation handle allows you to rotate the object about the Y axis, the position handle (green arrow) allows you to move the object along the Y axis, and the scaling handle (green box) allows you to scale the object along the Y axis.

Y axis handles for 1) Rotation, 2) Position

Y axis handles for
1 Rotation, and 2 Position

Z axis You can also rotate the object about the Z axis (blue handles) by clicking and dragging the Z rotation handle (blue arc). The rotation handle allows you to rotate the object about the Z axis, the position handle (blue arrow) allows you to move the object along the Z axis, and the scaling handle (blue box) allows you to scale the object along the Z axis.

Z axis handles for 1) Rotation, 2) Position

Z axis handles for
1 Rotation, and 2 Position

Tip When rotating, you can snap the rotation every 15 degrees by holding the SHIFT key.

Materials

Materials for 3D content represent the color, texture, and general appearance of the actual 3D object itself. Lighting can affect the visual appearance of the object as well, but materials directly affect the surfaces of the 3D object. Selecting from the 3 different material types allows you to make different modifications to your 3D content:

The camera

The camera for 3D content represents a vantage point and behaves much like a video camera would. The camera is used to take the 3D content and convert it into a 2D image (a normal, flat object) for the screen. The camera for a each Viewport3D can be found as a property of that viewport. If you select a camera in the objects view under Objects and Timeline in the Interaction panel, you can then modify its properties using the Properties panel under Camera. There is only one camera property for each viewport, but you can switch the type of camera between a perspective camera and an orthographic camera to change how the objects appear in your application.

 

A perspective camera works like a normal camera lens. As objects get further away from the camera they appear to get smaller. Click Perspective Camera Perspective camera under Camera in the Properties panel to switch to this camera.

Perspective camera

Perspective camera

An orthographic camera turns off the perspective of a normal camera. Objects do not get smaller or distort as they move further from an orthographic camera. Click Orthographic Camera Orhographic camera under Camera in the Properties panel to switch to this camera.

Orthographic camera

Orthographic camera

You can move the camera by using the Camera Orbit tool. You can also move the camera,= and make additional changes to each type of camera under Camera in the Properties panel:

For more information about how to modify the camera, see Move the camera.

Lights

As you might expect, lights add light to the 3D content. Without light, you will not see much of your 3D content because the appearance would be much like trying to see something with absolutely no light. Lights are properties of Viewport3D controls and you can modify their settings by selecting them in the objects view under Objects and Timeline in the Interaction panel.

You can transform a light by using the transformation handles that appear when you select a light (the red, green, and blue handles in the following images in the "Types of light" section that follows). For more information about how to move lights, see Move the direction of a light.

Additionally, you can change several attributes of a light, but the two primary attributes you will want to change are its color and type.

Light color

Changing the color of a light is as simple as changing the color of a 2D object. Light color can be changed as long as you have a Light object selected within a Viewport3D. Then, you can make changes to a light using the color editor under Light in the Properties panel. For an example, see Change the color of a light.

Types of light

The following table describes the types of light that can be applied to a 3D object. Light type can be changed as long as you have a Light object selected within a Viewport3D. Then, you can select a different light type under Light in the Properties panel. For an example, see Change the type of a light.

Light type and description Working with lights on the artboard
Ambient Light Ambient Light button

Ambient light casts light as if it is coming from all directions. Use this when you want to light all objects evenly.

Tip If you only have an ambient light, your object might appear to be washed out and lit by only one shade of color. For the best effect, use an additional non-ambient light as well.

Spot Light Spot Light button

Spot light casts light like a real spot light. The light starts from the position of the light and spreads out in the shape of a cone. Parts of a 3D object outside the cone of light cast will not be affected by the spot light.

Directional Light Directional Light button

Directional light casts light evenly in a specific direction much like sunlight.

Point Light Point Light button

Point light casts light outward from a single point in all directions much like a standard light bulb.

Tip To see all of the lights acting on your object at once, point to 3D on the View menu, and then click Toggle Lights.

Other light properties

You can make additional changes to each type of light under Light in the Properties panel by modifying the following attributes: