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# A Simple Texture
# A Simple Texture - 간단한 텍스처
As shown in the previous sections, the material definition in a glTF asset contains different parameters for the color of the material or the overall appearance of the material under the influence of light. These properties may be given via single values, for example, defining the color or the roughness of the object as a whole. Alternatively, these values may be provided via textures that are mapped on the object surface. The following is a glTF asset that defines a material with a simple, single texture:
As shown in the previous sections, the material definition in a glTF asset contains different parameters for the color of the material or the overall appearance of the material under the influence of light. These properties may be given via single values, for example, defining the color or the roughness of the object as a whole. Alternatively, these values may be provided via textures that are mapped on the object surface. The following is a glTF asset that defines a material with a simple, single texture:
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In this case, the texture would use the texture coordinates that are contained in the attribute called `TEXCOORD_2`.
In this case, the texture would use the texture coordinates that are contained in the attribute called `TEXCOORD_2`.
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Previous: [Morph Targets](gltfTutorial_018_MorphTargets.md) | [Table of Contents](README.md) | Next: [Skins](gltfTutorial_020_Skins.md)
Previous: [Morph Targets](gltfTutorial_018_MorphTargets.md) | [Table of Contents](README.md) | Next: [Skins](gltfTutorial_020_Skins.md)
# A Simple Skin
# A Simple Skin - 간단한 스키닝
glTF supports *vertex skinning*, which allows the geometry (vertices) of a mesh to be deformed based on the pose of a skeleton. This is essential in order to give animated geometry, for example of virtual characters, a realistic appearance. The core for the definition of vertex skinning in a glTF asset is the [`skin`](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#reference-skin), but vertex skinning in general implies several interdependencies between the elements of a glTF asset that have been presented so far.
glTF supports *vertex skinning*, which allows the geometry (vertices) of a mesh to be deformed based on the pose of a skeleton. This is essential in order to give animated geometry, for example of virtual characters, a realistic appearance. The core for the definition of vertex skinning in a glTF asset is the [`skin`](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#reference-skin), but vertex skinning in general implies several interdependencies between the elements of a glTF asset that have been presented so far.
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The result of rendering this asset is shown in Image 19a.
The result of rendering this asset is shown in Image 19a.
렌더링의 결과는 그림 19a와 같다.
<palign="center">
<palign="center">
<imgsrc="images/simpleSkin.gif"/><br>
<imgsrc="images/simpleSkin.gif"/><br>
<aname="simpleSkin-gif"></a>Image 19a: A scene with simple vertex skinning.
<aname="simpleSkin-gif"></a>Image 19a: A scene with simple vertex skinning. - 그림 19a: 간단한 버텍스 스키닝을 갖는 장면
</p>
</p>
## Elements of the simple skin example
## Elements of the simple skin example - 간단한 스키닝 예제의 요소
The elements of the given example are briefly summarized here:
The elements of the given example are briefly summarized here:
주어진 예제의 요소들에 대해 간단히 요약하면 다음과 같다.
- The `scenes` and `nodes` elements have been explained in the [Scenes and Nodes](gltfTutorial_004_ScenesNodes.md) section. For the vertex skinning, new nodes have been added: the nodes at index 1 and 2 define a new node hierarchy for the *skeleton*. These nodes can be considered the joints between the "bones" that will eventually cause the deformation of the mesh.
- The `scenes` and `nodes` elements have been explained in the [Scenes and Nodes](gltfTutorial_004_ScenesNodes.md) section. For the vertex skinning, new nodes have been added: the nodes at index 1 and 2 define a new node hierarchy for the *skeleton*. These nodes can be considered the joints between the "bones" that will eventually cause the deformation of the mesh.
- The new top-level dictionary `skins` contains a single skin in the given example. The properties of this skin object will be explained later.
- The new top-level dictionary `skins` contains a single skin in the given example. The properties of this skin object will be explained later.
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@@ -163,4 +166,4 @@ The elements of the given example are briefly summarized here:
Details about how these elements are interconnected to achieve the vertex skinning will be explained in the [Skins](gltfTutorial_020_Skins.md) section.
Details about how these elements are interconnected to achieve the vertex skinning will be explained in the [Skins](gltfTutorial_020_Skins.md) section.
Previous: [Morph Targets](gltfTutorial_018_MorphTargets.md) | [Table of Contents](README.md) | Next: [Skins](gltfTutorial_020_Skins.md)
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