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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D: Controlling appearance<br />

extruderResource.bevelType: #none, #miter, or #round. The default value is #none. If #none is used then<br />

bevelDepth (see below) is ignored. This determines the shape of the bevel that may be added between the vertical<br />

faces and the horizontal tunnel.<br />

extruderResource.bevelDepth: A floating point value between 0.0 and 10.0. The default value is 1.0. This property<br />

does not have any effect if bevelType (see above) is #none. This determines how many world units the extruder<br />

resource is inflated to the top, bottom, and to the sides. If the bevelDepth is greater than half the tunnelDepth, the<br />

resulting mesh may look strange.<br />

Multiple meshes<br />

The extruder3d() command creates a separate mesh for each letter. This means that you can apply a different shader<br />

to each letter if you wish. See the shaderList section of “Models” on page 159 for more details.<br />

Fonts and font properties<br />

In <strong>Director</strong> 11.5, the extruder3d() command may yield unexpected results if some characters are in a different font,<br />

font size, or font style from others. The following screenshot illustrates some of the issues:<br />

Changing font or font properties in the source text can lead to unexpected results<br />

In the Text to Extrude text member, the alignment is set to #center. In addition, the middle two letters of each word<br />

are given different properties from the rest of the word. As you can see:<br />

textChunk.alignment is ignored.<br />

Bold and underlined text is treated as plain text.<br />

Changing the font leads to the wrong letters being displayed, and no change in font.<br />

If the fontSize of a given character is set that fontSize is applied to the next character.<br />

If a given character is set to appear in an italic typeface, the italic typeface is applied to the next character.<br />

Note: For best results, use the same font and font properties for the entire text of the source text member, or use a custom<br />

vertexList as explained below.<br />

Using a custom vertexList<br />

After the extruder resource has been created, you can change the vertexList of the extruder on the fly. The shape of all<br />

models that use the extruder resource are updated to reflect the new geometry.<br />

Last updated 8/26/2011<br />

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