Description:
Macromedia Director is the best-selling multimedia authoring program and the
leading tool for creating interactive media for the Web, CD-ROM, DVD-ROM,
corporate presentations, and more. Director 8.5 Shockwave Studio, the latest
upgrade, now includes Intel Internet 3D Graphics Software, which means that for
the first time, developers have an easy way to deliver interactive 3D content
over the Web. Macromedia Director 8.5 Shockwave Studio includes Director 8.5,
Fireworks 4, Shockwave 8.5 Player, Shockwave MultiUser 3 Server, and more.
Macromedia Director 8.5 Shockwave Studio for 3D covers the new 3D
capabilities added to Director with the release of Version 8.5. This book uses
the same step-by-step instructional method that has made the Director 8
Authorized book so popular and which gets the tasks done with the least amount
of frustration for the reader. Whether you're a seasoned Director user looking
to extend your Director movies into the third dimension or a 3D graphic artist
using Director to propel your models into Shockwave and onto the Web, this book
gives you practical, hands-on training from the source. The included CD-ROM
holds all the files and models you'll need to work through the lessons, plus
sample files you can compare with your own results.
The book consists of two tracks for the two types of people who will be using
Director 3D. One track is for current Director users and Lingo programmers and
covers in detail the elements of 3D programming, from vector math and creating
3D primitives through lights, shaders and textures, animation (including bones)
and the creation of 3D objects using meshes. The other track is for 3D people
who are not Director users, such as 3ds max (formerly known as 3D Studio Max)
designers. That track gets 3D graphic artists up to speed with Director,
allowing them to import a 3D file and output an interactive Shockwave movie that
can be dropped onto a Web page. No Lingo programming is required for this track
as it is done entirely through use of the Library Palette behaviors, all you
need for many e-commerce applications.
Table of Contents:
Introduction.
Lesson 1. Director Overview.
Creating a Folder on Your Hard Drive. Creating a
Director Movie: The Basic Steps. Using Director's Windows. Playing a Movie.
Viewing the Members of the Cast. Interpreting Cast Thumbnails. Setting Cast
Preferences. Viewing the Score. Ordering Sprites in the Score. Viewing the
Effects of Channels. Working in the Shockwave 3D Viewer. Working in the Text
Window. Working in the Paint Window. Using the Property Inspector. The 3DPI.
Installing the 3DPI. Using the 3DPI. Making Changes. Making Changes with the
Shockwave 3D Viewer. Undoing Changes. Making Changes with the Property
Inspector. Working with the Property Inspector Lights. Setting the Background
Color. Using the Property Inspector Shader. Making Changes with the 3DPI. Using
Director Help.
Lesson 2. Creating a Movie.
Creating a New Movie. Setting Up for Convenient
Work. Setting the Stage Size. Setting the Stage Color. Choosing the 3D Renderer.
Importing a Cast Member. Saving a Movie. Creating a Sprite. Looping a Movie.
Creating a Bitmap Member. Creating a Text Cast Member. Creating More Sprites.
Adding a Sprite to the Score. Selecting a Sprite. Moving a Sprite. Applying Inks
to Sprites. Selecting Multiple Sprites. Modifying a Cast Member. Setting the
Sprite Location. Aligning Sprites. Animating a Sprite. Tweening a Sprite.
Creating Animation with Images. Setting the Tempo and Frame Speed. Adding a
Looping Behavior. Adding Interactivity. Modifying a Behavior. Removing the Go to
Frame X Behavior. Using Markers. Adding a Quit Button. Choosing the Export
Format. Creating a Projector. Publishing a Shockwave Movie. Converting and OBJ
File to W3D.
Lesson 3. Using Behaviors.
Adding a 3D Behavior to a Movie. Changing the
Sprite Size. Modifying Behavior Parameters. Publishing the Movie to Shockwave.
Viewing More Information about Behaviors. Adding a Button Behavior. Adding the
Inactive Version of the Button. Reusing Behaviors. Adding a Jump to Marker
Button Behavior. Using Other Jump Behaviors. Adding a Play Movie X Behavior.
Using the Play Frame X Behavior. Using the Play Done Behavior. Using Go
Behaviors. Using Looping and Waiting Behaviors. Working with 3D Actions and
Triggers. Using Triggers. Working with Multiple Triggers. Using the Drag Model
to Rotate Behavior. Using the Mouse Left Behavior. Working with Invisible
Models. Setting the Rotate Axis. Applying Dual Triggers. Using the Orbit Camera
Behavior. A Work in Units. Using the Dolly Camera Behavior. Panning and Rotating
the Camera. Using the Drag Camera Behavior. Using the Fly Through Behavior.
Using the Play Animation Behavior. Using the Model Rollover Cursor Behavior.
Using the Automatic Model Rotation Behavior. Some Other 3D Behaviors. Using the
Click Model Go to Marker Behavior. Creating Model Primitives. Optimizing Using
LOD and SDS. Using the Show Axis Behavior. Working with Streaming Behaviors.
Last Word on Behaviors.
Lesson 4. 3D Text Using Behaviors
Creating the Text. Converting from 2D to 3D.
Adding a Rotation Behavior. Adjusting the Sprite's Bounding Rectangle. Adjusting
the 3D Text's Camera. Applying Background Transparent Ink. Working with 3D Text
Faces. Setting Smoothness. Applying a Bevel Edge. Adjusting Tunnel Depth.
Applying Shader Texture. Combining 3D Text with 2D. Working with the Tool
Palette and Shapes. Sizing Sprites. Positioning the Text. Adding Behaviors.
Creating Special Characters. Embedding Fonts. Using the Typewriter Effect.
Working with Individual Letters. Creating 3D Letters. Inserting Keyframes.
Adding Letter Animation. Rotating Letters.
Lesson 5. Director 3D Basics.
Creating a Folder on Your Hard Drive.
Introducing Director 8.5. What's New in Director 8.5. What's Included with 3D.
Making Sense of 3D Components. Digging Deeper into 3D Components. The Creation
Process. Working with Lights and Cameras. Parent-Child Hierarchy. Axes and
Orientation Size Doesn't Matter. Understanding Models. Opening the Shockwave 3D
Viewer. Inspecting the Property Inspector. Setting Lights and Textures in the
PI. Exploring the 3DPI. Installing the 3DPI. Using the 3DPI. Keeping Changes.
Using the 3DPI Model Tab. Viewing the Axes. Using 3DPI Lights. Using 3D
Behaviors. Viewing 3D Axes. Viewing 3D Axes Part II. Creating a 3D Text Example.
Getting Help.
Lesson 6. Making and Moving Models.
Overview. Using Primitives. Defining Some Terms.
Creating a Model Resource. Understanding Model Resource Properties. Using
newMode1. Creating a 3D Cast Member. Creating a 3D Sprite. Creating with a Movie
Script. Avoiding Duplicate Names. Lighting It Up. Setting the Camera's
Viewpoint. Understanding What You See. Viewing the Axes. Regarding Model
Reference. Beginning Movement. Using Rotate and Translate. Creating Lights.
Removing Box Sides. Understanding Faces, Meshes, and Sides. Creating a Plane.
Creating a Sphere. Creating a Cylinder.
Lesson 7. Improving Your 3D Scene.
Creating a New Source File. Applying Shaders and
Textures. Using the newShader Command. Using the newTexture Command. Importing a
Bitmap. Adding the Texture. Assigning the Shader to the Model. Exploring
Emissive and Specular Properties. Using Multiple Shaders. Adding a Rotation
Behavior. Examining Relative Rotation. Enabling Camera Rotation.
Lesson 8. Parent-Child Relationships.
Setting Up. Pointing the Camera. Defining
Relative Rotation. Using Rotation #self Relative. Using Rotation #world
Relative. Using Point Plus Axis Rotation. Defining Parent-Child Relationships.
Understanding Transforms. Using the addChild Command. Creating an Example of the
uniCar. Building the Solar System. Adding Independent Motion. Adding a
Moon.
Lesson 9. Vector Math Function.
Getting Started. Adjusting the Camera. Using
Vector Math. Returning the Length of a Vector. Normalizing the Vector. Creating
Random Vectors. Using Math Operators. Finding the Distance between Tow Vectors.
Determining the Angles between Vectors. Using perpendicularTo and crossProduct.
Converting Frames of Reference. Defining the Transform. Using Phantom Models.
Returning to the Sun. Animating a Series of Motions. Adding Interpolation to the
Camera. Interpolation Caveats. Using distanceTo. Turning Car Wheels.
Lesson 10. Lights.
Creating Lights. Referencing Lights. Removing
Lights. Using Ambient Lights. Using the Shader's diffuse Settings. Using
Directional Light. Using a Spot Light. Using Specular Light.
Lesson 11. Shaders and Textures.
Creating and Applying Textures. Considerations
When Using Textures. Swapping Textures. Tiling Textures. Rotating and
Translating Textures. Investigating Texture Mapping. Modifying Texture Mapping.
Using Multiple Textures. Using the Light Maps. Setting a Background Color. Using
Alpha Channels. Setting textureRenderFormat. Discovering the Flat Shader.
Lesson 12. 3D Text Using Lingo.
Creating 3D Text. Introducing the Automatic
Camera. Applying a Dragging Behavior. Adjusting the Sprit Size. Using Background
Transparent Ink. Displaying Faces. Using the tunnelDepth Property. Using Texture
on Text. Using the smoothness Property. Using a Bevel with 3D Text. Caveats on
Using 3D Text. Spinning the Text. Extruding Text. Extruded Text Options. Using
Backdrops and Overlays.
Lesson 13. Cloning.
Duplicating Elements. Checking the Member's
State. Creating New Models. Using the clone Command. Using Deep Cloning. Cloning
from Another Cast Member. Using cloneMotionFromCastmember. Using loadFile for
External Files. Deleting Your Acquisitions. Cloning Cannonballs.
Lesson 14. 3D Animation Basics.
Exploring Animation Types. Using Model
Modifiers. Viewing a keyframePlayer Example. Viewing the Motion Playlist. Using
the play Command. Using the playNext Command. Determining a Motion's duration.
Playing the Foot. Using the queue Command. Using the removeLast Command. Using
play, pause, and play. Adding an Animation Behavior.
Lesson 15. More on Bones Animation.
Using Bones Motions. Cloning Animations.
Preloading Animations. Tracking with the Camera. Cloning All Motions. Playing
Buttons. Kicking Off the Plane. Using Resets and Locks. Using Animation Events.
Blending Motions. Managing Short Motions. Mapping Motions. Using bone.transform.
Adjusting the Rate of Play.
Lesson 16. Meshes and Picking.
Defining Faces for a Mesh. Determining the
Vertices. Creating a Mesh. Adding a colorList to the Mesh. Specifying
generateNormals Arguments. Defining a textureCoordinateList. Defining Separate
Objects. Using Separate Meshes and Separate Shaders. Modifying the mesh Resource
at Run Time. Creating a Terrain Generator. Applying the meshDeform Modifier.
Changing the vertexList. Turning Off LOD. Adjusting Model's Pivot Point. Using
the modelUnderLoc Command. Using the modelsUnderLoc Command. Converting Between
Frames of Reference. Using worldSpaceToSpriteSpace. Using modelsUnderRay.
Lesson 17. 3D Optimization.
Investigating the Renderer Services Object.
Rendering by Hardware or Software. Detecting Available Renderers. Checking the
colorBufferRange. Using the Unsupported Driver List. Using Local Testing.
Selecting a Preferred Renderer. Selecting the Current Renderer. Overriding Your
Settings. Exploring VRAM. Determining Monitor VRAM Usage. Determining Sprite and
Member VRAM Usage. Determining Texture VRAM Requirements. VRAM Notes. Streaming
Playback in Shockwave. Making Sure the Media is Ready and Loaded. Checking the
3D Member's state Property. The Level of Detail Modifier. Automatic LOD Control.
Manual LOD Control. The Sub-Division Surfaces (SDS) Modifier. Using #uniform
Subdivision. Using #adaptive Subdivision. Using Other SDS Properties. Using LOD
and SDS on Models that Share Resources. Optimizing Texture Usage. Exploring
Model Culling Techniques. Some Parting Notes.
Index.