User Guide

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Description
3D #mesh model resource and meshdeform modifier property. All model resources are meshes
composed of triangles. Each triangle is a face.
You can access the properties of the faces of model resources whose type is
#mesh. Changes to any
of these properties do not take effect until you call the
build() command.
Note: For detailed information about the following properties, see the individual property entries.
count indicates the number of triangles in the mesh.
colors indicates which indices in the color list of the model resource to use for each of the
vertices of the face.
normals indicates which indices in the normal list of the model resource to use for each of the
vertices of the face.
shadowPercentage identifies the shader used when the face is rendered.
textureCoordinates indicates which indices in the texture coordinate list of the model
resource to use for each of the vertices of the face.
vertices indicates which indices in the vertex list of the model resource to use to define the face.
See the entry for meshDeform for descriptions of its face properties.
See also
build(), newMesh, meshDeform (modifier)
face[ ]
Syntax
member(whichCastmember).model(whichModel).meshdeform.\
mesh[meshIndex].face[faceIndex]
Description
3D meshdeform modifier property; indicates which indices in the vertex list of the model
resource were used to define the face.
This property can be tested but not set. You can specify the vertices of a face of the
#mesh model
resource by setting its
vertexList and vertices properties and calling the build command.
Example
This statement shows that the first face of the first mesh of the model named Floor is defined by
the first three vectors in the vertex list of the model resource used by Floor:
put member("Scene").model("Floor").meshdeform.mesh[1].face[1]
-- [1, 2, 3]
See also
meshDeform (modifier), face, vertexList (mesh deform), vertices