Adobe 65036570 User Guide - Page 322

The 3D Cast Member, 3D, Text, and 3D Behaviors

Page 322 highlights

311 Chapter 16: The 3D Cast Member, 3D Text, and 3D Behaviors Several Adobe® Director® features let you create a 3D movie: • A 3D cast member contains a complex internal structure that includes model resources, models, lights, and cameras. Each of these objects has its own array of properties. • Director lets you convert 2D text to 3D and then work with the 3D text as you would with any other 3D cast member. You can apply behaviors to the 3D text, manipulate it with Lingo or JavaScript™ syntax, and view and edit it in the Shockwave® 3D window. You can also add extruded 3D text to a 3D cast member. • Director comes with a library of behaviors that let you build and control a 3D environment without any knowledge of Lingo or JavaScript syntax. Although scripting is still required for complex projects, you can build simple 3D movies with behaviors alone. 3D cast members Each Director 3D cast member contains an entire 3D world. Each world is a collection of one or more models and other objects. These objects include the following: • Model resources are elements of 3D geometry used to render models. The same model resource can be used by several models in the 3D world. • Models are visible objects in the 3D cast member that use a model resource geometry. For more information about models, see Working with Models and Model Resources. • Shaders are methods of displaying the surface of a model. Shaders control how the surface of the model reflects light, and whether the surface looks like metal, plaster, or other materials. • Textures are simple 2D images that are drawn onto the surface of a 3D model. A model's surface appearance is the result of the combination of its shader and any textures that have been applied to it. • Motions are predefined animation sequences that involve the movement of models or model components. Individual motions can be set to play by themselves or with other motions. For example, a running motion can be combined with a jumping motion to simulate a person jumping over a puddle. • Lights are sources of illumination within the 3D world. Lights can be directional, such as a spotlight, or they can be diffuse. • Cameras are views into the 3D cast member. Each sprite that uses a given cast member can display the view from a different camera. For more information about sprites, see 3D Basics. • Groups are clusters of models and lights, cameras or both, that are associated with one another. This makes moving the associated items much easier. Rather than moving each item separately, you can write Lingo or JavaScript syntax that moves the group with a single command. Each model, light, camera, and group within a 3D cast member is referred to as a node. Nodes can be arranged in parent-child hierarchies. When a parent moves, its children move with it. For example, a car wheel can be a child of a car body. These parent-child relationships are established in your third-party 3D modeling software or with script.

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168
  • 169
  • 170
  • 171
  • 172
  • 173
  • 174
  • 175
  • 176
  • 177
  • 178
  • 179
  • 180
  • 181
  • 182
  • 183
  • 184
  • 185
  • 186
  • 187
  • 188
  • 189
  • 190
  • 191
  • 192
  • 193
  • 194
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • 201
  • 202
  • 203
  • 204
  • 205
  • 206
  • 207
  • 208
  • 209
  • 210
  • 211
  • 212
  • 213
  • 214
  • 215
  • 216
  • 217
  • 218
  • 219
  • 220
  • 221
  • 222
  • 223
  • 224
  • 225
  • 226
  • 227
  • 228
  • 229
  • 230
  • 231
  • 232
  • 233
  • 234
  • 235
  • 236
  • 237
  • 238
  • 239
  • 240
  • 241
  • 242
  • 243
  • 244
  • 245
  • 246
  • 247
  • 248
  • 249
  • 250
  • 251
  • 252
  • 253
  • 254
  • 255
  • 256
  • 257
  • 258
  • 259
  • 260
  • 261
  • 262
  • 263
  • 264
  • 265
  • 266
  • 267
  • 268
  • 269
  • 270
  • 271
  • 272
  • 273
  • 274
  • 275
  • 276
  • 277
  • 278
  • 279
  • 280
  • 281
  • 282
  • 283
  • 284
  • 285
  • 286
  • 287
  • 288
  • 289
  • 290
  • 291
  • 292
  • 293
  • 294
  • 295
  • 296
  • 297
  • 298
  • 299
  • 300
  • 301
  • 302
  • 303
  • 304
  • 305
  • 306
  • 307
  • 308
  • 309
  • 310
  • 311
  • 312
  • 313
  • 314
  • 315
  • 316
  • 317
  • 318
  • 319
  • 320
  • 321
  • 322
  • 323
  • 324
  • 325
  • 326
  • 327
  • 328
  • 329
  • 330
  • 331
  • 332
  • 333
  • 334
  • 335
  • 336
  • 337
  • 338
  • 339
  • 340
  • 341
  • 342
  • 343
  • 344
  • 345
  • 346
  • 347
  • 348
  • 349
  • 350
  • 351
  • 352
  • 353
  • 354
  • 355
  • 356
  • 357
  • 358
  • 359
  • 360
  • 361
  • 362
  • 363
  • 364
  • 365
  • 366
  • 367
  • 368
  • 369
  • 370
  • 371
  • 372
  • 373
  • 374
  • 375
  • 376
  • 377
  • 378
  • 379
  • 380
  • 381
  • 382
  • 383
  • 384
  • 385
  • 386
  • 387
  • 388
  • 389
  • 390
  • 391
  • 392
  • 393
  • 394
  • 395
  • 396
  • 397
  • 398
  • 399
  • 400
  • 401
  • 402
  • 403
  • 404
  • 405
  • 406
  • 407
  • 408
  • 409
  • 410
  • 411
  • 412
  • 413
  • 414
  • 415
  • 416
  • 417
  • 418
  • 419
  • 420
  • 421
  • 422
  • 423
  • 424
  • 425
  • 426
  • 427
  • 428
  • 429
  • 430
  • 431
  • 432
  • 433
  • 434
  • 435
  • 436
  • 437
  • 438
  • 439
  • 440
  • 441
  • 442
  • 443
  • 444
  • 445
  • 446
  • 447
  • 448
  • 449
  • 450
  • 451
  • 452
  • 453
  • 454
  • 455
  • 456
  • 457
  • 458
  • 459
  • 460
  • 461
  • 462
  • 463
  • 464
  • 465
  • 466
  • 467
  • 468
  • 469
  • 470
  • 471
  • 472
  • 473
  • 474
  • 475
  • 476
  • 477
  • 478
  • 479
  • 480
  • 481
  • 482
  • 483
  • 484
  • 485
  • 486
  • 487
  • 488
  • 489
  • 490
  • 491
  • 492
  • 493
  • 494
  • 495
  • 496
  • 497
  • 498

311
Chapter 16: The 3D Cast Member, 3D
Text, and 3D Behaviors
Several Adobe
®
Director
®
features let you create a 3D movie:
A 3D cast member contains a complex internal structure that includes model resources, models, lights, and
cameras. Each of these objects has its own array of properties.
Director lets you convert 2D text to 3D and then work with the 3D text as you would with any other 3D cast
member. You can apply behaviors to the 3D text, manipulate it with Lingo or JavaScript™ syntax, and view and edit
it in the Shockwave® 3D window. You can also add extruded 3D text to a 3D cast member.
Director comes with a library of behaviors that let you build and control a 3D environment without any
knowledge of Lingo or JavaScript syntax. Although scripting is still required for complex projects, you can build
simple 3D movies with behaviors alone.
3D cast members
Each Director 3D cast member contains an entire 3D world. Each world is a collection of one or more models and
other objects. These objects include the following:
Model resources are elements of 3D geometry used to render models. The same model resource can be used by
several models in the 3D world.
Models are visible objects in the 3D cast member that use a model resource geometry. For more information
about models, see
Working with Models and Model Resources
.
Shaders are methods of displaying the surface of a model. Shaders control how the surface of the model reflects
light, and whether the surface looks like metal, plaster, or other materials.
Textures are simple 2D images that are drawn onto the surface of a 3D model. A model’s surface appearance is
the result of the combination of its shader and any textures that have been applied to it.
Motions are predefined animation sequences that involve the movement of models or model components.
Individual motions can be set to play by themselves or with other motions. For example, a running motion can
be combined with a jumping motion to simulate a person jumping over a puddle.
Lights are sources of illumination within the 3D world. Lights can be directional, such as a spotlight, or they can
be diffuse.
Cameras are views into the 3D cast member. Each sprite that uses a given cast member can display the view from
a different camera. For more information about sprites, see
3D Basics
.
Groups are clusters of models and lights, cameras or both, that are associated with one another. This makes
moving the associated items much easier. Rather than moving each item separately, you can write Lingo or
JavaScript syntax that moves the group with a single command.
Each model, light, camera, and group within a 3D cast member is referred to as a
node
.
Nodes can be arranged in
parent-child hierarchies. When a parent moves, its children move with it. For example, a car wheel can be a child of
a car body. These parent-child relationships are established in your third-party 3D modeling software or with script.