Adobe 65036570 User Guide - Page 319

D text, The 3D world

Page 319 highlights

ADOBE DIRECTOR 11.0 308 User Guide For example, attaching the Create Box action and Mouse Left trigger behaviors to a sprite will cause a box to be created in the 3D world each time the sprite is clicked with the left mouse button. • Independent behaviors are behaviors that perform their actions without a trigger. The Toon behavior, for example, changes a model's rendering style to the toon style. 3D text You can easily create 3D text in Director. 1 Create a normal (2D) text cast member. 2 Convert the text to 3D by selecting 3D Mode from the Display menu on the Text tab of the Property inspector. 3 Set properties of the 3D text by using the 3D Text tab to manipulate the specific properties of the 3D text. You can also manipulate the text cast member with script or a behavior. For more information, see Creating 3D text. The 3D world Each 3D cast member contains a complete 3D world. It can contain models (the objects that viewers see within the world) that are illuminated by lights and viewed by cameras. A sprite of a 3D cast member represents a specific camera's view into the world. Imagine that the 3D cast member is a room filled with furniture with cameras pointing in from several windows. A given sprite that is using that cast member will display the view from one of those cameras, but the room itself (the 3D cast member) remains the same regardless of which view is used. The key difference between 3D cast members and other cast members is that the models within the 3D world are not independent entities-they're not sprites. They are integral parts of the 3D cast member. Your movies can use 2D and 3D cast members simultaneously. For example, a product demonstration movie might consist of a 3D cast member that represents the product and one or more 2D controls that allow users a virtual tryout of the product. For more detailed information, see 3D cast members. Models and model resources Models are the objects that users see within the 3D world. Model resources are elements of 3D geometry that can be used to draw 3D models. A model is a visible object that makes use of a model resource and occupies a specific position and orientation within the 3D world. The model also defines the appearance of the model resource, such as what textures and shaders are used. For more information, see Working with Models and Model Resources. The relationship between a model and a model resource is similar to that between a sprite and a cast member. Model resource data can be reused because multiple models can use the same model resource in the same way as cast member data can be reused by multiple sprites. Unlike sprites, however, models don't appear in and can't be controlled from the Score. For example, a 3D cast member might contain two model resources. One could be the geometry for a car body, and the other could be the geometry for a car wheel. In order for a complete car to appear visibly in the 3D scene, the model resource for the car body would be used once, and the model resource for the wheel would be used four times-once for each wheel.

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ADOBE DIRECTOR 11.0
User Guide
308
For example, attaching the Create Box action and Mouse Left trigger behaviors to a sprite will cause a box to be
created in the 3D world each time the sprite is clicked with the left mouse button.
Independent behaviors are behaviors that perform their actions without a trigger.
The Toon behavior, for example, changes a model’s rendering style to the toon style.
3D text
You can easily create 3D text in Director.
1
Create a normal (2D) text cast member.
2
Convert the text to 3D by selecting 3D Mode from the Display menu on the Text tab of the Property inspector.
3
Set properties of the 3D text by using the 3D Text tab to manipulate the specific properties of the 3D text.
You can also manipulate the text cast member with script or a behavior. For more information, see
Creating 3D text
.
The 3D world
Each 3D cast member contains a complete 3D world. It can contain models (the objects that viewers see within the
world) that are illuminated by lights and viewed by cameras. A sprite of a 3D cast member represents a specific
camera’s view into the world. Imagine that the 3D cast member is a room filled with furniture with cameras pointing
in from several windows. A given sprite that is using that cast member will display the view from one of those
cameras, but the room itself (the 3D cast member) remains the same regardless of which view is used.
The key difference between 3D cast members and other cast members is that the models within the 3D world are not
independent entities—they’re not sprites. They are integral parts of the 3D cast member.
Your movies can use 2D and 3D cast members simultaneously. For example, a product demonstration movie might
consist of a 3D cast member that represents the product and one or more 2D controls that allow users a virtual tryout
of the product.
For more detailed information, see
3D cast members
.
Models and model resources
Models are the objects that users see within the 3D world. Model resources are elements of 3D geometry that can be
used to draw 3D models. A model is a visible object that makes use of a model resource and occupies a specific
position and orientation within the 3D world. The model also defines the appearance of the model resource, such as
what textures and shaders are used. For more information, see
Working with Models and Model Resources
.
The relationship between a model and a model resource is similar to that between a sprite and a cast member. Model
resource data can be reused because multiple models can use the same model resource in the same way as cast
member data can be reused by multiple sprites. Unlike sprites, however, models don’t appear in and can’t be
controlled from the Score.
For example, a 3D cast member might contain two model resources. One could be the geometry for a car body, and
the other could be the geometry for a car wheel. In order for a complete car to appear visibly in the 3D scene, the
model resource for the car body would be used once, and the model resource for the wheel would be used four
times—once for each wheel.