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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D: Controlling appearance<br />

Visibility: You can make a model visible only from the outside, only from the inside, visible from any position, or<br />

completely invisible. An invisible model remains in the 3D world, and can participate in collision detection and<br />

other physical interactions. See model.visibility.<br />

Cloning from a different cast member: You can clone a model (and optionally all the objects in its child hierarchy<br />

and those used to define its appearance), from a different cast member. See<br />

member3D.cloneModelFromCastMember().<br />

Sources<br />

3D models can be created in a third-party 3D design application. See “Sources of 3D content” on page 63. You can also<br />

use <strong>Director</strong>'s built-in primitives to create model resources for models on the fly. For geometric shapes, see<br />

“Primitives” on page 165. For extruded shapes, see “Creating an extruder resource” on page 166. To create meshes with<br />

arbitrary shapes, see “Creating a mesh resource” on page 170. To create distorted 2D planes for use as terrains, see<br />

“Creating a terrain mesh” on page 176.<br />

Manipulating models<br />

Models can behave in different ways.<br />

Models can remain at a static location (like a building), or they can move around (like a ball). See “Translation” on<br />

page 206.<br />

Models can have fixed geometry or they can be animated or deformed (like a running avatar, a windmill, a crashing<br />

car or a shower of particles). See “Pre-defined animations” on page 270, “Manipulating a mesh resource” on<br />

page 182and “Particles” on page 197.<br />

Models can mutate from one object to another. See “Model resources” on page 163.<br />

Models can allow other models to pass through them or be made to react to collisions with other models. See<br />

“Collisions” on page 323.<br />

They can behave as if they had physical properties, such as mass and friction. See “Physics” on page 293.<br />

Model resources<br />

<strong>Director</strong> recognizes eight types of model resources:<br />

#fromFile: Any model created in a third-party 3D design application, converted to W3D format and imported into<br />

<strong>Director</strong>, has a model resource of the type #fromFile. The other seven types are Primitive resources that can be<br />

generated on the fly at runtime in <strong>Director</strong>.<br />

#sphere<br />

#plane<br />

#cylinder<br />

#box<br />

#extruder<br />

#mesh<br />

#particle<br />

See “Primitives” on page 165 for more information on the first four, geometrical types. See “Creating an extruder<br />

resource” on page 166 for information on the #extruder type. “Creating a mesh resource” on page 170 for information<br />

on the #mesh type. See “Particles” on page 197 for information on the #particle type. See Model Resources for a full<br />

list of the methods and properties of the different model resource types.<br />

Last updated 8/26/2011<br />

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