Working with Models and Model Resources
503
The two animation types can be combined. You might, for example, combine a “run in place”
bones animation with a “move around the room” keyframe animation.
Bones animations use the Bones player modifier. Keyframe animations use the Keyframe player
modifier. Most commands and properties are available to both players.
•
Motions: A 3D cast member contains a set of motions authored in your 3D modeling
application. For bones animation, each motion contains a list of tracks, and each track contains
the keyframes for a particular bone. A bone is a segment of the skeleton of a model. For
example, track 14 of the motion named
Run
could be named
RtKneeTrack
and move a bone
named
RtKnee
. These names are defined in the 3D modeling application.
•
Play list: The Bones player manages a queue of motions. The first motion in the play list is the
motion that is currently playing or paused. When that motion finishes playing, it’s removed
from the play list and the next motion begins. Motions can be added with
bonesPlayerOrKeyframePlayer
.play("run")
, which adds the motion to the top of the list,
or
bonesPlayerOrKeyframePlayer
.queue("motion")
, which adds it to the end of the list.
Using the
play
command starts the motion immediately. The motion previously at the
beginning of the play list is halted unless
autoBlend
is turned on. When you use
queue
, the
motion is added to the end of the play list. Motions are removed from the play list
automatically when they are complete, or you can remove them explicitly using
bonesPlayer.playNext()
.
•
Motion blending: If
autoblend
is
TRUE
, an ending motion blends smoothly into the next
motion using the
bonesPlayerOrKeyframePlayer
.blendTime
property to determine how
long the blend should be. You can control this manually by setting
bonesPlayerOrKeyframePlayer
.autoBlend
to
FALSE
and using
bonesPlayerOrKeyframePlayer
.blendFactor
to control the blend frame by frame.
•
Motion mapping: You can create new motions by combining existing motions. For example, a
walking motion could be combined with a shooting motion to produce a walk-and-shoot
motion. This is available only with Bones player animations.
You can add the Keyframe player modifier at runtime to a model created in Director MX, but you
cannot add the Bones player modifier at runtime. The Bones player modifier is automatically
attached to models with bones animation exported from a 3D modeling application. Since the
required bones information can’t be assigned in Director, it has to exist before the model
is imported into Director.
Summary of Contents for DIRECTOR MX-USING DIRECTOR MX
Page 1: ...Using Director MX Macromedia Director MX...
Page 12: ...Contents 12...
Page 156: ...Chapter 4 156...
Page 202: ...Chapter 6 202...
Page 244: ...Chapter 7 244...
Page 292: ...Chapter 10 292...
Page 330: ...Chapter 12 330...
Page 356: ...Chapter 13 356...
Page 372: ...Chapter 14 372...
Page 442: ...Chapter 16 442...
Page 472: ...Chapter 18 472...
Page 520: ...Chapter 19 520...
Page 536: ...Chapter 20 536...
Page 562: ...Chapter 23 562...
Page 566: ...Chapter 24 566...
Page 602: ...Chapter 27 602...