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This contains the regular X, Y, and Z transformation values, but also inputs and sometimes outputs. The most obvious is in the channelbox on the right side of your screen. History can be recognized in several ways. For example if you make an object based on curves, and change these curves, your object will also change (see image below). Which results in a more interactive way of modelling. This information can be used to your advantage, because you can change things (for example values) afterwards. This history describes what has happend to that geometry, and how it was made. They are in fact the curves where the surface is based on, but are part of the surface itself. The ISOPARMS are the sets of crosswise angled curves on the surface. We have already found out that the NURBS surface contains ISOPARMS. The NURBS surface contains several different components. The more ISOPARMS on a surface, the more vertices are generated to deform the surface OR the higher the degree of the curves, the more vertices will be generated per ISOPARM and surface as a whole. Selecting and moving a vertex on a surface will basically deform the ISOPARM causing the surface to deform. The ISOPARM will behave almost the same as a Bezier curve. These curves on the surface are called ISOPARMS. Resulting effect is that the surface can support two different degrees, one in each direction. The geometry itself can be seen as a combination of two sets of "parallel" curves placed at a crosswise angle, with the mesh defined between the curves. The surface supports the same use of weighted vertices to define the curvature and shape of the geometry. Parts of the geometries topology is comparable with the Bezier curve.