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Chapter 15: The 3D Cast Member, 3D Text, and 3D Behaviors
•
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
Chapter 14,
“3D Basics,” on page 303
.
•
Groups are clusters of models, lights, and/or cameras 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.
The following figures show the relationships between cameras, lights, and models within the 3D
cast member as well as the relation of a model to a model resource and of a model to shaders,
textures, and motion.
Note:
A member can also contain lights, models, groups, and cameras that have no parent and are
therefore not rendered.
Although the elements of a 3D scene can be modified and manipulated with 3D behaviors,
complex work requires scripting. For more information about behaviors, see
“3D behaviors”
on page 312
. The following section describes the methods and properties that can manipulate
each type of node in a 3D cast member. For another view of this material, with examples of the
use of individual methods and properties, see the Scripting Reference topics in the Director Help
Panel.
Model resources
Model resources are pieces of 3D geometry that can be used to display 3D models. Model
resources are visible only when they are used by a model. Model resources are reusable, and
multiple models can share the same model resource.
Lights
Models
Cameras
Shockwave 3D Cast Member
Color
Highlights
Shadows
Motion
Geometry
Surface
World View
Visual Effects
World Group
Summary of Contents for DIRECTOR MX 2004-USING DIRECTOR
Page 1: ...DIRECTOR MX 2004 Using Director...
Page 16: ...16 Chapter 1 Introduction...
Page 82: ...82 Chapter 3 Sprites...
Page 98: ...98 Chapter 4 Animation...
Page 134: ...134 Chapter 5 Bitmaps...
Page 242: ...242 Chapter 10 Sound and Synchronization...
Page 274: ...274 Chapter 11 Using Digital Video...
Page 290: ...290 Chapter 12 Behaviors...
Page 302: ...302 Chapter 13 Navigation and User Interaction...
Page 334: ...334 Chapter 15 The 3D Cast Member 3D Text and 3D Behaviors...
Page 392: ...392 Chapter 16 Working with Models and Model Resources...
Page 418: ...418 Chapter 18 Movies in a Window...
Page 446: ...446 Chapter 22 Managing and Testing Director Projects...