ADOBE DIRECTOR 11.0
User Guide
369
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
vertexList
property.
Use the following properties to work with the mesh deform modifier:
Property
Access
Description
whichModel
.
meshDeform.
mesh.count
Get
Returns the number of meshes in a model.
whichModel
.
meshDeform.
mesh[
index
].
vertexList
Get and set
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.
whichModel
.
meshDeform.
mesh[
index
].
normalList
Get and set
Returns a list of the normals for the specified mesh.
whichModel
.
meshDeform.
mesh[
index
].
texture
CoordinateList
Get and set
Returns a list of the texture coordinates for the specified mesh.
whichModel
.
meshDeform.
mesh[
index
].
face.count
Get
Returns the number of triangular faces in a given mesh.
whichModel
.
meshDeform.
mesh[
index
].
face[
index
]
Get
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.
whichModel
.
meshDeform.
mesh[
index
].
face[
index
].
neighbor[
index
]
Get
Returns a list of lists describing the neighbors of a particular
face of a mesh opposite the face corner specified by the
neighbor index
(1,2,3)
. If the list is empty, the face has no
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
mesh[]
list, where the neighbor face lives. The second is
FaceIndex
, the index of the neighbor face in that mesh. The
third is
vertexIndex
, the index within the neighbor face. The
last is for
Flipped
, which describes whether the neighbor face
is oriented in the same
(0)
or the opposite
(1)
way as
the original face.
whichModel
.
meshDeform.
face.count
Get
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
proper-
ties in a given model.