Animation Modifiers - MACROMEDIA DIRECTOR MX 2004-USING DIRECTOR Use Manual

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Collision modifier events
These events are generated when collisions occur:
Event Name
#collideAny
#collideWith

Animation modifiers

Once you've created animations in your modeling software, you apply animation modifiers to
models to play them back in Director.
Director supports both model keyframe and character bone animations, and modifiers are
available to enable both. Keyframe animations modify a model's
Bones animations modify the model's geometry over time. Creating bones animation in a 3D
modeling application can be complex, but it results in more natural-looking movements.
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 methods and properties are available to both players. The bones and keyframe
player modifiers, like all modifiers, can only be attached to geometric nodes (models). This is only
really an issue for the keyframe player because you might think to keyframe animate a camera or a
light but this isn't possible.
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
named
RtKnee
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")
or
bonesPlayerOrKeyframePlayer.queue("motion")
Using the
play
beginning of the play list is halted unless
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
motion using the
long the blend should be. You can control this manually by setting
bonesPlayerOrKeyframePlayer.autoBlend
bonesPlayerOrKeyframePlayer.blendFactor
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.
372
Chapter 16: Working with Models and Model Resources
Description
The first event called when any collision occurs.
The event called whenever a collision with a specified model occurs. It is
implicitly registered for when
. These names are defined in the 3D modeling application.
method starts the motion immediately. The motion previously at the
.
is
autoblend
TRUE
bonesPlayerOrKeyframePlayer.blendTime
setCollisionCallback()
transform
could be named
Run
RtKneeTrack
, which adds the motion to the top of the list,
, which adds it to the end of the list.
is turned on. When you use
autoBlend
, an ending motion blends smoothly into the next
to
and using
FALSE
to control the blend frame by frame.
is called.
properties over time.
and move a bone
queue
property to determine how
, the

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