About Lights And Cameras - MACROMEDIA DIRECTOR MX-USING DIRECTOR MX Use Manual

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Motion properties
Use these properties to work with motions:
Property
name
duration
type
Motion commands
Use this command to work with motions:
Command
map(
, "
motion
bone name

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 Macromedia Director MX Property inspector. For information on the
Property inspector, see Chapter 17, "3D Basics," on page 443. You can also add and remove
lights, change their color or position, and manipulate their parent-child relationships using Lingo
commands and properties. Those commands and properties are detailed here. You can find the
same lighting commands and properties, with more detailed syntax and coding examples, in the
Lingo Dictionary (Help > Lingo Dictionary).
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 Lingo to manipulate camera positions. For information
on the Property inspector and the Shockwave 3D window, see Chapter 17, "3D Basics,"
on page 443. For information about behaviors, see Chapter 18, "The 3D Cast Member, 3D Text,
and 3D Behaviors," on page 455. More complex manipulations require the use of Lingo
commands and properties. These are detailed here and in the Lingo Dictionary (Help > Lingo
Dictionary). Accessing the properties and commands of a light or camera requires that the light or
camera be on the Stage or explicitly loaded with the
Lights and cameras have the same
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.
Access
Returns
Get
Name of motion.
Get
Time in milliseconds motion needs to play to completion.
Get
The type of motion with the following values:
#keyFrame
Keyframe player
#bones
#none
The default is
Description
")
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.
map()
The
previously to the specified bone and all of its children. Motion
mapping has no effect on motions that are already on a play list.
methods and parent-child properties as models and
transform
: suitable for use with the
: suitable for use with the Bones player
: no mapping has been made for this motion
#none
.
command will replace any motion tracks mapped
or
preLoad()
loadFile()
Working with Models and Model Resources
command.
511

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