655
textureCoordinateList
Syntax
member(
whichCastmember
).modelResource(
whichmodelResource
).
textureCoordinateList
modelResourceObjectReference
.textureCoordinateList
Description
3D property; when used with a model resource whose type is
#mesh
, or with a
meshDeform
modifier
attached to a model, this property allows you to get or set the
textureCoordinateList
property of
the model resource.
The
textureCoordinateList
property is a list of sublists identifying locations in an image that are to
be used when texture mapping a triangle. Each sublist consists of two values indicating a location
in a texture map. The values must be between 0.0 and 1.0 so that they can be scaled to arbitrarily
sized texture maps. The default is an empty list.
Manipulate
modelResource.face[index].textureCoordinates
or
model.meshdeform.mesh[index].face[index]
to change the mapping between
textureCoordinates
and the corners of a mesh face.
Example
put member(5,2).modelResource("mesh square").\
textureCoordinateList
--[ [0.1, 0.1], [0.2, 0.1], [0.3, 0.1], [0.1, 0.2], [0.2, 0.2], \
[0.3, 0.2], [0.1, 0.3], [0.2, 0.3], [0.3, 0.3] ]
See also
face
,
texture
,
meshDeform (modifier)
textureCoordinates
Syntax
member(
whichCastmember
).modelResource(
whichModelResource
).\
face[
faceIndex
].textureCoordinates
modelResourceObject
.face[
faceIndex
].textureCoordinates
Description
3D property; identifies which elements in the
textureCoordinateList
to use for the
faceIndex’d
face. This property must be a list of three integers specifying indices in the
textureCoordinateList
,
corresponding to the
textureCoordinates
to use for each corner of the mesh’s face.
See also
face
,
textureCoordinateList
textureLayer
Syntax
member(
whichCastmember
).model(
whichModel
).meshDeform.mesh[
index
].\
textureLayer.count
member(
whichCastmember
).model(
whichModel
).meshdeform.mesh[
index
].\
texturelayer.add()
member(
whichCastmember
).model(
whichModel
).meshdeform.mesh[
index
].\
texturelayer[
index
].textureCoordinateList.
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