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Flash MX 2004 Games : Art to ActionScript

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Figure 4.1 Fatcat in Lightwave 7<br />

Figure 4.2 A ‘standard’ triangular mesh<br />

Chapter 4: Using CGI programs <strong>to</strong> create animation<br />

are all so configurable that you can usually set up the display <strong>to</strong> show you whatever you like<br />

but the default is <strong>to</strong> show a <strong>to</strong>p view of the character in the display <strong>to</strong> the <strong>to</strong>p left, a front view<br />

in the bot<strong>to</strong>m left, a 3D view in the <strong>to</strong>p right and a side view in the bot<strong>to</strong>m right. Different<br />

programs approach modelling in different ways. A few years ago there was a craze for NURBS<br />

(Non-Uniform Rational B-Splines) modellers. This craze has waned because NURBS modelling<br />

is extremely hard <strong>to</strong> do for arbitrary meshes. What is an arbitrary mesh? It is a mesh that has points<br />

47

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