1.0.2 | 頂點

目錄索引

本系列與知乎同名翻譯同步更新,原文鏈接:https://zhuanlan.zhihu.com/p/645908635
如有任何翻譯錯誤,歡迎在評論區(qū)踹我:)!
原文對照
The vertices of an object, corresponding to the set of points that define the area of a surface in either a two-dimensional or three-dimensional space. In Maya and Blender, the vertices are represented as the intersection points of the mesh and an object.
Two main things characterize these points:
They are children of the transform component.
They have a defined position according to the center of the total volume of the object.
What does this mean? Suppose, in Maya 3D, there are two default nodes associated to an object. These are known as?transform?and?shape. The transform node, as in Unity, defines the position, rotation, and scale of an object about the object's pivot. Instead, the shape node, child of the transform node, contains the geometry attributes, that is, the position of the object's vertices concerning its volume. It means we could move, rotate or scale the set of vertices of an object, but at the same time, we could change the position of a specific point or vertices.
The POSITION[n] semantics exemplified in the previous paragraph is precisely the one that gives access to the position of the vertices concerning the volume of the same, that is, to the configuration exported by the shape node from Maya.


譯文
物體的頂點,相當(dāng)于在二維或三維空間中定義曲面面積的點集。在 Maya 和 Blender 中,頂點表示為網(wǎng)格與物體的交點。
這些點有兩個主要特征:
它們是變換組件的子節(jié)點。
根據(jù)物體總體積的中心位置,它們有一個確定的位置。
這意味著什么呢?假設(shè)在 Maya 中,一個對象有兩個相關(guān)聯(lián)的默認(rèn)節(jié)點。這兩個節(jié)點分別稱為 "變換(transform)"和 "形狀(shape)"。變換節(jié)點與 Unity 中的一樣,定義對象圍繞軸心的位置、旋轉(zhuǎn)和縮放;形狀節(jié)點是變換節(jié)點的子節(jié)點,包含幾何屬性,即對象頂點在模型中的位置。有了這兩個節(jié)點,我們就可以移動、旋轉(zhuǎn)或縮放對象的頂點集,同時也可以改變特定點或頂點的位置。
上一段中舉例說明的 POSITION[n] 語義正是可以訪問頂點位置與模型關(guān)系的語義,也就是說,可以訪問由 Maya 的形狀節(jié)點導(dǎo)出的配置。

1.0.2 | 頂點的評論 (共 條)
