Morphs (or per-vertex) 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.
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.
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.
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.