Using The Property Inspector For 3D - MACROMEDIA DIRECTOR MX 2004-USING DIRECTOR Use Manual

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Using the Property inspector for 3D

With the Property inspector, you can modify the 3D cast member without using script. The 3D
Model tab of the Property inspector offers a simple way to view and control numerous aspects of
the 3D world.
To view the 3D Model tab:
Open the Cast window if it isn't already open.
1
Click the 3D cast member you want to select.
2
Click the Property inspector button in the toolbar. The Property inspector opens.
3
Click the 3D Model tab in the Property inspector.
4
The Property inspector should appear in Graphical view. If the Property inspector is in List view,
click the List View Mode icon to toggle the view to Graphical.
The Property inspector's 3D Model tab provides several options:
The text boxes at the top of the tab show the initial position and orientation of the default
camera. The default (0, 0, 0) represents a vantage point looking up the z-axis through the
middle of the screen. The values you enter in these text boxes replace the displayed values and
move the camera.
The Direct to Stage (DTS) option controls whether rendering occurs directly on the Stage (the
default) or in the Director offscreen buffer. The offscreen graphics buffer is where Director
calculates which sprites are partly hidden behind other sprites. When Direct to Stage is on,
Director bypasses its offscreen buffer and saves time, increasing playback speed. When Direct
to Stage is on, however, you can't use the inker modifier on 3D models or place other sprites on
top of the 3D sprite.
The Preload option controls how media that's being downloaded to the user's computer is
displayed. The media can be held back from display until it has been completely streamed into
memory, or it can be displayed progressively on the Stage as data becomes available.
The Play Animation option controls whether any existing animation, either bones or
keyframe, is played or ignored.
The Loop option controls whether the animation loops continuously or plays once and stops.
308
Chapter 14: 3D Basics
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