Adobe 65036570 - Director - PC User Manual page 380

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Mesh deform modifier properties
The mesh deform modifier lets you alter an existing model resource's geometry at runtime. You can create twist,
bend, and ripple effects. Unlike other modifiers, the mesh deform modifier directly affects model resources as well
as the models that use those resources. For example, if three car models share the same model resource, adding this
modifier to one model and then deforming it will deform all the car models.
The mesh deform modifier is complex and is primarily useful for users with a thorough understanding of 3D
geometry. However, you can take advantage of much of the modifier's potential by using only the
property.
Use the following properties to work with the mesh deform modifier:
Property
Access
Get
whichModel.
meshDeform.
mesh.count
Get and set
whichModel.
meshDeform.
mesh[index].
vertexList
Get and set
whichModel.
meshDeform.
mesh[index].
normalList
Get and set
whichModel.
meshDeform.
mesh[index].
texture
CoordinateList
Get
whichModel.
meshDeform.
mesh[index].
face.count
Get
whichModel.
meshDeform.
mesh[index].
face[index]
Get
whichModel.
meshDeform.
mesh[index].
face[index].
neighbor[index]
Get
whichModel.
meshDeform.
face.count
Description
Returns the number of meshes in a model.
Returns a list of the vertices for the specified mesh. To modify
the vertices in this mesh, set this property to a list of modified
vertex positions, or modify individual vertices by using bracket
analysis.
Returns a list of the normals for the specified mesh.
Returns a list of the texture coordinates for the specified mesh.
Returns the number of triangular faces in a given mesh.
Returns a list of three indexes into the vertex, normal, texture
coordinate, and color lists. These indexes correspond to the
corners of the face for the specified mesh.
Returns a list of lists describing the neighbors of a particular
face of a mesh opposite the face corner specified by the
neighbor index
. If the list is empty, the face has no
(1,2,3)
neighbors in that direction. If the list contains more than one
list, the mesh is nonmanifold. This is rare. Usually the list
contains four integer values. The first value is for the index into
the
list, where the neighbor face lives. The second is
mesh[]
, the index of the neighbor face in that mesh. The
FaceIndex
third is
, the index within the neighbor face. The
vertexIndex
last is for
, which describes whether the neighbor face
Flipped
is oriented in the same
or the opposite
(0)
the original face.
Returns the total number of faces in the model, which is equiv-
alent to the sum of all the
model.meshDeform.mesh[index].face.count
ties in a given model.
ADOBE DIRECTOR 11.0
vertexList
way as
(1)
proper-
369
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