2D computer graphics: Difference between revisions

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[[File:Clockwise rotation SVG.svg|thumb|A rotation through angle ''θ'' with non-standard axes]]
If a standard [[Orientation (space)|right-handed]] [[Cartesian coordinate system]] is used, with the ''x'' axis to the right and the ''y'' axis up, the rotation R(''θ'') is counterclockwise. If a left-handed Cartesian coordinate system is used, with ''x'' directed to the right but ''y'' directed down, R(''θ'') is clockwise. Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the ''y''-axis down the screen or page.<ref>{{Citation|url=http://www.w3.org/TR/SVG/coords.html#InitialCoordinateSystem|title=Scalable Vector Graphics -- the initial coordinate system|authorwebsite=W3C recommendationw3.org|year=2003}}</ref>
 
See [[Rotation matrix#Ambiguities|below]] for other alternative conventions which may change the sense of the rotation produced by a [[rotation matrix]].
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Various approaches have been developed<ref name="Pile"/>{{rp|38}} to aid and speed up the process of digital 2D animation. For example, by [[vector graphics editor|generating vector artwork]] in a tool like [[Adobe Flash]] an artist may employ software-driven automatic coloring and [[tweening|in-betweening]].
 
Programs like [[Blender (software)|Blender]] or [[Adobe Substance]] allow the user to do either 3D animation, 2D animation or combine both in its software allowing experimentation with multiple forms of animation.<ref>{{Cite web|url=https://www.blender.org/|title=blender.org - Home of the Blender project - Free and Open 3D Creation Software|last=Foundation|first=Blender|website=blender.org|language=en|access-date=2019-04-24}}</ref>
 
==See also==