The folder generated when you export an FBX file with the Embed Media option activated. The FBM folder contains all the associated textures in the FBX file. The “M” in FBM is for “Media”. See Embed media.
See FCurve.
In animation, a method of rotation that uses three angle values (X, Y and Z) plus a rotation order to specify three-dimensional orientation. Euler rotation has several drawbacks, including Gimbal lock and choppy interpolation between keyframes.
(Maya) In general, a surface, NURBS, NURBS curve, subdivision surface, or polygonal surface (mesh). (3ds Max) Geometry refers to all objects that are not cameras or lights. Meshes, polys, patches, NURBS, splines, helper objects, etc.
Morph is a method of 3D computer animation that is sometimes used as an alternative to skeletal animation. Morph target animation is stored as a series of vertex positions. In each keyframe of the animation, the vertices are moved to a different position.
Depending on the renderer, vertices move along paths to fill the empty time between keyframes. The renderer can also switch between different positions.
Animation composed in one 3D application suite may require transfer to another, such as for rendering. To avoid export issues, native animation formats often convert to morph target animation. This is necessary to accomodate the implementation of bones and other special effects in different 3D application suites.
In modeling, the directional line perpendicular to a surface. Polygon normals indicate the orientation of polygonal faces. Because shaded (or rendered) faces are visible only when the normals are facing towards the viewer, it is sometimes necessary to reverse a normal to correct a face’s orientation.
Describes vectors that are perpendicular (at 90 degrees) to each other. In 3D space, when the X, Y, or Z-axes are not perpendicular, they are considered "non-orthogonal". The 3ds Max FBX Plug-in has a limitation related to non-orthogonal axes. See Non-orthogonal matrices.
An n-sided shape defined by a group of ordered vertices and the edges that are defined between pairs of those vertices. Polygons can be either simple shapes, such as polygonal primitives, or complex models built from the various polygonal tools. A polygonal object can be closed, open, or made up of shells, which are disjointed pieces of geometry. Also known as mesh.
A method of rotation that uses a unit quaternion (a quaternion of length one) to represent an orientation in three dimensions. A quaternion is a four dimensional extension to complex numbers. Quaternion rotation is an option that is useful for avoiding Gimbal lock.
Smoothing groups define whether a surface is rendered with hard edges or soft surfaces.
Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry a maximum of 32 smoothing groups. If two faces or patches share an edge and share the same smoothing group, they render as a smooth surface. If they do not share the same smoothing group, the edge between them renders as a corner.