unreal.FaceWindingOrder

class unreal.FaceWindingOrder

Bases: EnumBase

Face vertex winding order, viewed along the outward surface normal. CCW: cross product of consecutive face vertices points along the stored normal direction (Maya / OpenGL convention). CW: cross product of consecutive face vertices opposes the stored normal direction (DirectX / UE renderer convention).

C++ Source:

  • Plugin: RigLogic

  • Module: RigLogicModule

  • File: DNACommon.h

CCW: FaceWindingOrder = Ellipsis

0

CW: FaceWindingOrder = Ellipsis

1