Adobe 65036570 User Guide - Page 385

Cameras

Page 385 highlights

ADOBE DIRECTOR 11.0 374 User Guide Method Description Returns rotate(x,y,z, relativeTo) Rotates the light by x degrees around the x-axis, y degrees around the Nothing. y-axis, and z degrees around the z-axis. The relativeTo argument is optional and defaults to #self. If included, it defines the coordinate space of the axes. This method can also be written as rotate (vector(x,y,z) relativeTo). rotate (position, axis, angle, relativeTo) Rotates the light around the axis vector in the specified position and in Nothing. the specified number of degrees. The relativeTo argument is optional and defaults to #self. pointAt(world Position, worldUp) Points the node's "front" at the world position and then tries to align the node's "up" with the worldUp specified, and that the node's "front" and "up" are determined by the node's pointAtOrientation property. Both the object-relative axes are defined by the pointAtOrientation property. Default values are an object-relative forward direction of vector (0, 0, -1) and an object-relative up direction of vector (0, 1, 0). Nothing. getWorld Transform() Calculates and returns a transform that converts object-relative posi- A transform tions for this light into world-relative positions. object. Cameras Cameras act as view ports into the 3D world. By default, a newly added camera's view is positioned at the world's origin, the vector (0,0,0), and looks down the negative z-axis. Changing a camera's transform property affects the camera's position and orientation. When a 3D sprite is created from a 3D cast member, the sprite uses one of the cast member's cameras. Changing the camera that the sprite is using changes what's seen in the sprite. Cameras can also have overlays and backdrops. Overlays are 2D images drawn in front of the camera's lens. Backdrops are 2D images drawn behind the 3D scene. Backdrops provide a background image for the scene regardless of which way the camera is pointing. Camera properties Use the following properties to work with cameras: Property Name name parent child.count Access Get and set Get and set Get Description Default Unique name of this camera. If the camera was exported from a 3D modeling program, the name is the name assigned there. None. The model, light, camera, or group that is this group light's parent. ("world") If the camera has no parent, it cannot contribute light. Number of the camera's immediate children 0 (no grandchildren).

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ADOBE DIRECTOR 11.0
User Guide
374
Cameras
Cameras act as view ports into the 3D world. By default, a newly added camera’s view is positioned at the world’s
origin, the vector (0,0,0), and looks down the negative
z
-axis. Changing a camera’s
transform
property affects the
camera’s position and orientation. When a 3D sprite is created from a 3D cast member, the sprite uses one of the cast
member’s cameras. Changing the camera that the sprite is using changes what’s seen in the sprite.
Cameras can also have overlays and backdrops. Overlays are 2D images drawn in front of the camera’s lens.
Backdrops are 2D images drawn behind the 3D scene. Backdrops provide a background image for the scene
regardless of which way the camera is pointing.
Camera properties
Use the following properties to work with cameras:
rotate(x,y,z,
relativeTo)
Rotates the light by
x
degrees around the x-axis, y degrees around the
y-axis, and z degrees around the z-axis.
The
relativeTo
argument is optional and defaults to
#self
. If
included, it defines the coordinate space of the axes.
This method can also be written as rotate
(vector(
x
,
y
,
z
)
relativeTo
).
Nothing.
rotate (position,
axis, angle,
relativeTo)
Rotates the light around the axis vector in the specified position and in
the specified number of degrees. The
relativeTo
argument is
optional and defaults to
#self
.
Nothing.
pointAt(
world
Position, worldUp
)
Points the node’s “front” at the world position and then tries to align the
node’s “up” with the worldUp specified, and that the node’s “front” and
“up” are determined by the node’s
pointAtOrientation
property.
Both the object-relative axes are defined by the
pointAtOrientation
property. Default values are an object-relative
forward direction of vector (
0
,
0
,
-1
) and an object-relative up direction
of vector (
0
,
1
,
0
).
Nothing.
getWorld
Transform()
Calculates and returns a transform that converts object-relative posi-
tions for this light into world-relative positions.
A transform
object.
Property Name
Access
Description
Default
name
Get and set
Unique name of this camera.
If the camera was exported from a 3D
modeling program, the name is the name
assigned there.
None.
parent
Get and set
The model, light, camera, or group that is this
light’s parent.
If the camera has no parent, it cannot
contribute light.
group
("world")
child.count
Get
Number of the camera’s immediate children
(no grandchildren).
0
Method
Description
Returns