The 3D Cast Member, 3D Text, and 3D Behaviors
Several Macromedia Director MX 2004 features let you create a 3D movie:
•
A 3D cast member contains a complex internal structure that includes model resources,
models, lights, and cameras. Each of these objects has its own array of properties.
•
Director lets you convert 2D text to 3D and then work with the 3D text as you would with
any other 3D cast member. You can apply behaviors to the 3D text, manipulate it with Lingo
or JavaScript syntax, and view and edit it in the Macromedia Shockwave 3D window. You can
also add extruded 3D text to a 3D cast member.
•
Director comes with a library of behaviors that let you build and control a 3D environment
without any knowledge of Lingo or JavaScript syntax. Although scripting is still required for
complex projects, you can build simple 3D movies with behaviors alone.
About the 3D cast member
Each Director 3D cast member contains an entire 3D world. Each world is a collection of one or
more models and other objects. These objects include the following:
•
Model resources are elements of 3D geometry used to render models. The same model
resource can be used by several models in the 3D world.
•
Models are visible objects in the 3D cast member that use a model resource geometry. For
more information about models, see
Model Resources," on page
•
Shaders are methods of displaying the surface of a model. Shaders control how the surface of
the model reflects light, and whether the surface looks like metal, plaster, or other materials.
•
Textures are simple 2D images that are drawn onto the surface of a 3D model. A model's
surface appearance is the result of the combination of its shader and any textures that have
been applied to it.
•
Motions are predefined animation sequences that involve the movement of models or model
components. Individual motions can be set to play by themselves or with other motions. For
example, a running motion can be combined with a jumping motion to simulate a person
jumping over a puddle.
•
Lights are sources of illumination within the 3D world. Lights can be directional, such as a
spotlight, or they can be diffuse.
Chapter 16, "Working with Models and
335.
CHAPTER 15
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