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Chapter 16: Working with Models and Model Resources
Motion methods
Use this method to work with motions:
About lights and cameras
Lights illuminate the 3D world and the models in it. Without lights, the world exists, and actions
can take place, but users see nothing. You can add lights to your 3D world in your 3D modeling
application or with the Property inspector. For information about the Property inspector, see
Chapter 14, “3D Basics,” on page 303
. You can also add and remove lights, change their color or
position, and manipulate their parent-child relationships using methods and properties. Those
methods and properties are detailed here. You can find the same lighting methods and properties,
with more detailed syntax and coding examples, in the Scripting Reference topics in the Director
Help Panel.
Cameras act as windows into a 3D world. Each camera that exists in a 3D cast member offers a
different view into it, and each sprite that uses a 3D cast member uses one of these cameras. A
camera’s position can be moved with the Property inspector or the Shockwave 3D window. You
can also use the Director 3D behaviors or script to manipulate camera positions. For information
about the Property inspector and the Shockwave 3D window, see
Chapter 14, “3D Basics,”
on page 303
. For information about behaviors, see
Chapter 15, “The 3D Cast Member, 3D Text,
and 3D Behaviors,” on page 315
. More complex manipulations require the use of methods and
properties. Accessing the properties and methods of a light or camera requires that the member be
on the Stage or explicitly and completely loaded with the
preLoad()
method. When using the
preLoad()
method, you can verify that the load is complete by testing whether
member.state =
4
(loaded).
Lights and cameras have the same
transform
methods and parent-child properties as models and
groups. Lights and cameras can be added, deleted, cloned, moved, and rotated in the same ways as
models and groups. You can access their names, parents, children, and other properties in the
same way you would with models and groups. However, there are some important differences,
which arise from the specific roles that lights and cameras play in the 3D world.
Method
Description
map(
motion
, "
bone name
")
Maps the given motion into the current motion beginning
at the named bone.
If no bone name is specified, the mapping begins at the
root bone.
The
map()
method will replace any motion tracks mapped
previously to the specified bone and all of its children.
Motion mapping has no effect on motions that are already
on a play list. The
map()
method does not work with
keyframe animations.
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...