Chapter 19
510
Use these properties to work with the mesh deform modifier:
Motions
Motions are simply animations that have been predefined in a 3D modeling application. They are
included in the file that’s exported from the 3D application and imported into Director.
Motions can be reused on any model in the 3D cast member, as long as the motion is appropriate
to the geometry of the model. The Lingo that follows can be used with either keyframe or
bones motions.
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 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
equivalent to the sum of all the
model
.meshDeform.mesh[
index
].face.count
properties in a given model.
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