Wandhalterungsarm IK 3D-Modell
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Funktioniert aus dem Kasten heraus
Spezifikationen
- Geometriepolygonal_quads only
- Polygone1,080
- Scheitelpunkte1,074
- TexturenNo
- ManipuliertenYes
- AnimiertNo
- Bereit zum Drucken in 3DNo
- Spielbereit (low poly)No
- UV-kartiertYes
- Unverpackte UVsnon-overlapping
Beschreibung
The model represents a fully rigged version of an adjustable wall mount arm for various VESA-compatible equipment (primarily displays).
Specifications:
Quads only topology, fully subdividable, rigged with 6-joints (bones) armature.
Units: Metric
Bounding dimensions (at full length, no elevation):
12 x 47 x 24 cm
Mounting standard: VESA-100 (100 mm center-to-center between holes).
Mounting holes diameters: 6 mm (VESA side), 8 mm (wall side).
The model consists of 8 objects (see disassembly picture in wireframes - numbered from right to left) with following properties:
1) WallmountArm wall-side base.
2) arm1 (horizontal rotation, constraints: +-105 degrees).
3) joint1 (horizontal rotation, unconstrainted).
4) arm2 (elevation control (pitch axis), constraints: -75 to +60 degrees).
5) joint2 (additional pitch control, constraints: -75 to +45 degrees).
6) arm3 (horizontal rotation, constraints: +-90 degrees).
7) joint3 (spin control (roll axis) - for, say, changing mounted display orientation from landscape to portrait etc - constraints: -90 to 0 degrees).
8) VESA100 mounting pad.
All constraints are implemented via IK (Inverse Kinematics) bone constraints within 6-bones rigging armature instead of simple parenting, thus allowing easier positioning / tracking control.
Please note that displays and keyboard used in product imagery are for demonstration purposes only. Those models are not included into package.
Materials:
Two procedural PBR materials (PBR_Steel, PBR_DarkSteel) based on Principled shader, thus compatible with modern PBR renderers. No textures used.
UVs unwrapped.
HDRi environment map (Blue Grotto, public domain) packed in .blend for more realistic reflections, as well as put into supporting items separately.
All imagery is done via Cycles / Filmic (Base Contrast profile), no post-processing.
Jun 19, 2020
Datum hinzugefügt
Mar 01, 2022
letztes Update
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