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The OBJ file format is a simple data-format that represents 3D geometry alone — namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making ...
It is similar to a 3D paint tool but operates specifically to vertex data rather than texture maps. It is most often used for modifying weight maps for skeletal animation, to tweak the influence of individual bones when deforming surfaces around joints. [1]
Skeletal animation; Built-in collision detection and simple Physics engine; Dynamic light support; System to create and use custom shaders and materials based on the OpenGL Shading Language (GLSL) Impostors like Billboards and Skyboxes; Paths and Splines; Behavior and Action system; Texture animation; Vertex color support
A simple tessellation pipeline rendering a smooth sphere from a crude cubic vertex set using a subdivision method. In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering.
Morph target animation, per-vertex animation, shape interpolation, shape keys, or blend shapes [1] is a method of 3D computer animation used together with techniques such as skeletal animation. In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions.
This means a shared spatial vertex position can have different UV coordinates for each of its triangles, so adjacent triangles can be cut apart and positioned on different areas of the texture map. The UV mapping process at its simplest requires three steps: unwrapping the mesh, creating the texture, and applying the texture to a respective ...
Most attributes of a vertex represent vectors in the space to be rendered. These vectors are typically 1 (x), 2 (x, y), or 3 (x, y, z) dimensional and can include a fourth homogeneous coordinate (w). These values are given meaning by a material description. In real-time rendering these properties are used by a vertex shader or vertex pipeline.
In 2006 a set of specialised nodes for creating simple shapes such as: Sphere, Cylinder, Cone, Torus, Box and Bézier Lathe were added to make Seamless3d easier for the novice to quickly make simple models. [13] In 2007 the animation interface was greatly simplified by the introduction of a specialised control panel called the Anim bar. [14]