Director's Third Dimension has been designed with the
Director developer with little or no 3D experience in mind.
The purpose is threefold: To explain the fundamental
concepts necessary to begin working with 3D; To demonstrate
how these concepts manifest themselves in Director; To
demonstrate strategies for the application of these
concepts in terms of specific projects, including building
charts, creating interfaces, and controlling characters in
a 3D environment.
The book has and abundance of demos (more than 140). At
the end of every chapter, there is a collection of
Frequently Asked Questions and supplemental resources that
will help the reader expand their learning.
Contents
Introduction.
I. HANDS-ON INTRODUCTION TO
THE 3D ENVIRONMENT.
1. Shockwave 3D Castmember. What Is the 3D Castmember?
The 3D Environment. The Renderer. Persistence of the
Environment. Summary.
2. Creating Models from Scratch via Lingo. Inserting an Empty 3D
World. Modelresources and Models. Primitives.
Non-Primitives. Generic Units. Creating Models. Shader
Basics. Model Creation Demo. Summary.
3. Building a Simple API for Model Creation. World Cleanup Utilities.
Primitive Creation. Basic Shader Manipulation. Using Our
API to Quickly Create Content. Future Considerations.
Summary.
4. Transformations. Two-dimensional Cartesian
Coordinates. Points and Vectors. 3D Cartesian Coordinates.
The Vector() Function and Vector Data Type. World
Coordinates Versus Local Coordinates. Transform() and
Transformations. Transforming the Transform() Object.
Models, Transform(), and Transformations. Transformation
Demos. Summary.
5. Understanding Lighting. Basic Scene Lighting.
Design Priorities. Types of Lights. A Method for Designing
with Light. Lighting Laboratory Demo. Creating and
Modifying Lights. Summary.
6. Understanding Cameras. How Are 3D Cameras
Different from Lens-Based Cameras? What Is a Projection?
Modifying Cameras. Future Considerations. Summary.
7.Text and Extrusion Capabilities. Creating 3D Text with Text
Castmembers. Using extrude3d() for 3D Text and Beyond.
Creating Custom Fonts for Director. The Hidden Power of
Extrusion. Summary.
8. Parents, Children, and Cloning. Scenegraph Hierarchy.
Parents and Children. Cloning. Groups. Summary.
9. Working with Prebuilt Scenes and Behaviors.
Importing Objects from
Modeling Software. Shockwave 3D Viewer. 3D Behavior Basics.
Summary.
II. DATA VISUALIZATION.
10. Histograms. Custom Data Types.
Brainstorming. Designing the Data Type. Building the
Handlers. Creating Bar Charts. Future Considerations.
Summary.
11. Pie Charts. Brainstorming. Building
the Handlers. Creating Pie Charts. Future Considerations.
Summary.
III. INTERFACE APPLICATIONS OF
SHOCKWAVE 3D.
12. Basic Control of Surfaces. Models, Shaders, and
Textures. Shaders. Standard Shader Properties. Seven Steps
for Creating a Basic Surface (Demo). Surface Techniques.
Summary.
13. A 2D Mouse in a 3D World. 3D Interface Design
Challenges. 3D Interface Design Solutions. Intuitive
Solutions. Introduction to Picking Lingo. Picking
Demonstrations. Summary.
14. Multitexturing. Advanced Texture
Properties. Texture Layers of the Standard Shader.
Shader.Texture Transformations. Summary.
15. Non-Photorealistic Rendering. What Is NPR Rendering? NPR
with Nonstandard Shaders. NPR with Modifiers. Abstract
Techniques. Summary.
16. Camera Tricks. Backdrops and Overlays.
Fog. Trails. Summary.
17. Special Effects. Animated Textures.
Particle Systems. Summary.
18. 3D Interface Design. Charting an Application
Interface. 3D Menu System Interface. Incorporating a Sound
Interface. Additional Enhancements for Localizing Sound.
Interface, Interaction, and Information. Summary.
IV. PROJECT OPTIMIZATION.
19. Performance Optimization. Renderer Optimization.
Texture Optimization. 3D Sprite and Desktop Size. Geometry
Optimization. Lighting Optimization. Performance
Optimizations for Cameras. Frames Per Second Utility.
Additional Performance Tips Quick List. Summary.
20. Download Optimization. Textures. Geometry.
Streaming Options. General Download Tips. Summary.
V. ANIMATION AND INTERACTIVE
CONTROL STRUCTURES.
21. Keyframe Animation. Motions and the
Keyframeplayer Modifier. Exporting Motions from 3D Studio
MAX. Basic Keyframeplayer Control. Motion Playlists and
Multiple Motions. Motion Blending. Cumulative Motions.
Summary.
22. Bonesplayer Modifier. What Is Bones Animation?
Exporting Bones Motions from 3D Studio MAX. Using the
Bonesplayer Modifier. Bones Animation Demonstration. Motion
Mapping. Nonbipedal Bones. Summary.
23. Controlling Time. Registration Basics.
Building a Custom Scheduler. Summary.
24. Interactive Animation. What Is Interactive
Animation? Character Control Demonstration. Summary.
VI - ADVANCEDTECHNIQUES.
25. Advanced Camera Control. Camera Animation. Camera
Zoom. Basic Camera Navigation. Camera Following. Camera
Examination. Multiple Viewports. Summary.
26. Advanced Transforms and Vector Math. Who Should Read This
Chapter? Vectors. Scalars. Vector Math. Flexing Our Vector
Math Muscles. Advanced Transforms. Gimbal Lock.
Summary.
27. Creating Meshes from Code. What Is a Mesh? Vertices
and Faces. Mesh Modelresource. Creating Grids. Building
Terrain. Terrain Following. Where to Go from Here?
Summary.
28. Mesh Deformation and Detailed Picking. Mesh Deformation.
Meshdeform Modifier. Detailed Picking. Summary.
29. Collision Detection. Collision Modifier.
Collision Modifier Demonstration. Boundary Management.
Boundary Management Demonstration. Summary.
VII. APPENDIXES.
Appendix A. 3D Studio MAX W3D Exporter. How to Export Models from
3D Studio MAX. Critical Issues with W3D Export.
Supplemental Resources.
Appendix B. OBJ Converter. The OBJ File Format.
Issues. Strategy. Advanced
Appendix C. Imaging Lingo. What Is Imaging Lingo?
What Can You Do with Imaging Lingo? Imaging Basics. Image,
Image(), and Duplicate(). The Rect() Code Object. Quads.
Copypixels(). Where to Go from Here.
Appendix D. 2D Mathematics and Utilities. Modulus Operator. Radians
and Degrees. Sin() and Cos() Look-up Tables. ATAN(),
COTAN(), ACOS(), and ASIN(). Square Root and Coding. Right
Triangle Theorems. Summary.
Appendix E. Optimization Cheat Sheet. Appendix F. Colorlut Custom Color Management
System. Benefits of Colorlut.
Creating a New Custom Palette. Palette Data Structure.
Custom Handlers for Palette Control. ColorTool. Palette
Strategies.
Appendix G. Havok Xtra. What Is the Havok Xtra?
What Do I Need to Work with Havok? Behaviors. HKE Export.
Havok Online.
Appendix H. Online Resources. Director 3D Work Online.
General Director Resources. Listserv. 3D Modeling and
Animation Software. Support Software. 3D, AI, and Game
Programming. General 3D Information. 3D Models.
Glossary. Index.