Let s see if I got this right

Hi
let s see if I got it right: if I want to map any 3D surface I can either provide a 3D model from an external program or do it inside vvvv.
That would give me a mapped virtual surface where I could do all kind of trickery, and the trickery would be accurately represented on the real world, assuming I calibrated both the projector beam (and its lens’ deformation factors) and the projector position, as well as the position of the virtual camera, bling.
The external program could be for example Blender, AutoCAD and so on… Any other program I could use (running on a linux platform would make my day), maybe something without such a steep learning curve, that would let me build some basic objects rather easily.
What kind of (3D) file can I import in vvvv ?
Then, if I want to do it inside vvvv I have to use “meshes” ? Am I correct on the understanding that a “mesh” is a digitally mapped “surface” where I can apply textures ?
And, as a final question, considering I will try to map complex and roundish objects, opposed to a more common basic 3D objects mapping (squares, cones, etc) would you point me out a specific path or would you better flush me off to RTFM ?
Simone

Am I correct on the understanding that a “mesh” is a digitally mapped “surface” where I can apply textures ?

a Mesh is basically a Cloud of Points and an Index Array to form a Polygon Mesh. the mesh needs to have texturecoordinates if you want to apply textures.

every 3D-software that allows you .x or Collada will be fine.

Then, if I want to do it inside vvvv I have to use “meshes” ? Am I correct on the understanding that a “mesh” is a digitally mapped “surface” where I can apply textures ?

mesh is often used synonymously with ‘3d object’; like kalle explained, it’s a collection of polygons, which is currently the principal way to display 3d objects in realtime. most 3d programs will allow you to export meshes. they will also support some way of mapping a texture to the mesh - e.g. you can specify how an image (to color the mesh) should be stretched over the polygons. look out for uv mapping. vvvv can reassemble mesh and texture accordingly and play tricks on them ;).

considering I will try to map complex and roundish objects
if by mapping you mean projecting on it in interesting ways then you should be aware that more complex & organic shapes are harder to model in 3d and often require tedious adjustments. they also like to throw complex shadows on themselves and demand more projectors to light up every corner. as a learning experience, they are probably more involved & unnerving, but the basic principles remain the same.