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Namespace

A namespace is a unique path. Each item in a namespace is identified by its own name along with the namespace to which it belongs.

For example, Moon:Alien is a path, but Galaxy:Moon:Alien is a separate path because it does not reference Moon:Alien in the Galaxy but it does increments Moon. Moon:Alien and Galaxy:Moon:Alien are two separate and cooperative elements that do not require renaming.

naming template

An .fbx file containing the customized naming conventions used to define a skeleton.

National Television System Committee (NTSC)

See NTSC .

node

The individual objects (such as joints, bones, or nulls) that are linked to a model’s skeleton structure. Nodes allow you to map between a source and a model.

In the Schematic view, the variously colored tiles that visually represent each asset of a hierarchy.

See also reference node and dummy node .

noise

Irregular jumps in a segment of optical data caused by partial occlusion of a sensor on a performer’s body during a capture session.

Noticeable distortion in magnetic capture data caused by metallic objects such as aluminium heating ducts interfering with the capture session area.

Non Uniform Rational B-Splines (NURBS)

Surfaces and curves that visually represent complex geometric information, used for modeling.

Mathematical representations of 3-D geometry that can accurately describe any shape from a simple 2-D line, circle, arc, or curve to the most complex 3-D surface or solid.

normal

A perpendicular or vector that defines the orientation of something.

normal map

A texture that defines which way light bounces off a surface, on a per-pixel basis.

A texture that contains three direction vectors: an X, Y and Z vector. Unlike a bump map’s two vectors, the normal map’s three vectors convey height and lighting detail with greater precision, providing heightened realism.

See also bump map and texture .

NTSC

Stands for the National Television System Committee (NTSC) as well as for the standard for color television in the United States and other countries established by this Committee.

NTSC is defined by the frame size, a frame rate of 29.97 fps, as well as by the frame aspect ratio and pixel aspect ratio. Although there are various divisions within the NTSC standard format which determine what frame size is used and what pixel and frame aspect ratios are used, the standard frame aspect ratio used by the NTSC standard format is 4:3 (1.333). This format uses a 640 by 480 resolution.

null

An object that you can parent to other objects for additional transformation flexibility. nulls have no specific properties and are simply used to help you build your scene. In the Viewer window, a null is visually represented as a small axis.

NURBS

See

See also geometry and geometric primitive .