Flash MX 3D Graphics Bible
Matthew David
- 出版商: Hungry Minds
- 出版日期: 2003-05-09
- 售價: $1,740
- 貴賓價: 9.5 折 $1,653
- 語言: 英文
- 頁數: 762
- 裝訂: Paperback
- ISBN: 0764537113
- ISBN-13: 9780764537110
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商品描述
* Macromedia Flash MX is the world's hottest Web development
tool, with more than 500 million users and one million designer/developers
*
Covers essential information for Flash developers who are developing games,
marketing materials, training materials, and more
* Shows how to create 3D
Flash applications using Flash's built-in tools, plug-ins, Swift 3D, Plazma 3D,
Discrete 3D, and other leading products that export to the Flash format
*
CD-ROM includes scores of examples from the book, plus tryouts of Flash and
leading Flash 3D applications
Preface.
Acknowledgments.
Flash MX 3D Graphics QuickStart.
Part I: An Introduction to Flash 3D.
Chapter 1: Flash MX: 3D Basics.
Chapter 2: Drawing, Libraries, and Timelines.
Chapter 3: Faking 3D with Design.
Chapter 4: Using ActionScript to Create 3D.
Part II: Creating Flash 3D with Electric Rain’s Swift 3D 3.0.
Chapter 5: Swift 3D: Designed for Flash.
Chapter 6: Primitives and 3D Importers.
Chapter 7: The Extrusion Editor.
Chapter 8: The Lathe Editor.
Chapter 9: Controlling Light.
Chapter 10: Colors and Bitmaps.
Chapter 11: Cameras.
Chapter 12: Animating with the Swift 3D Time Line.
Chapter 13: RAVIX 3 Exporter.
Chatper 14: EMO Raster Exporter.
Part III: Using discreet’s plasma to Create Flash 3D.
Chapter 15: Plasma: Designed for Flash 3D.
Chapter 16: Using Basic Primitives in plasma.
Chapter 17: Extended Primitives.
Chapter 18: The Text Editor.
Chapter 19: Modifiers.
Chapter 20: Applying Light to Models.
Chapter 21: The Material Editor.
Chapter 22: Using Cameras.
Chapter 23: Timeline Control.
Chapter 24: Animation.
Chapter 25: Using Built-In Effects.
Chapter 26: Using Havok Plug-Ins.
Chapter 27: Getting More Power with MAXScript.
Chapter 28: Rendering as Flash.
Chapter 29: Exporting as Director.
Part IV: Additional Third-Party 3D Tools.
Chapter 30: Director MX.
Chapter 31: Dreamweaver MX.
Part V: Importing 3D Content into Flash.
Chapter 32: Importing to Macromedia Flash MX.
Chapter 33: Optimizing 3D for the Internet.
Chapter 34: Mixing 3D with 2D.
Part VI: Building 3D Solutions.
Chapter 35: 3D Presentations.
Chapter 36: 3D Games.
Chapter 37: 3D Marketing.
Chapter 38: 3D Distance Learning.
Chapter 39: Integrating 3D with Flash MX Communication Server.
Appendix A: What’s on the CD-ROM.
Appendix B: Creating Flash 3D for the Mac.
Index.