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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D basics<br />

Using the Property Inspector for 3D<br />

With the Property inspector, you can modify the 3D cast member without using scripts. The 3D Model tab of the<br />

Property Inspector offers a simple way to view and control numerous aspects of the 3D world.<br />

1 Select a 3D cast member in the Cast window, on the Stage, or in the Score.<br />

2 Click Property Inspector in the toolbar.<br />

3 Click the 3D Model tab in the Property Inspector.<br />

The Property Inspector appears in Graphical view. If the Property Inspector is in List view, click the List View Mode<br />

icon to toggle the view to Graphical.<br />

Property Inspector at the 3D Model tab with List View Mode icon circled in red<br />

The Property Inspector’s 3D Model tab provides the following options:<br />

The text boxes at the top of the tab show the initial position and orientation of the default camera. The default (0,<br />

0, 0) represents a vantage point looking up the z-axis through the middle of the screen. The values you enter in these<br />

text boxes replace the displayed values and move the camera.<br />

See “Cameras” on page 101 for more information on the camera view. See “Vectors” on page 361 and “Transforms”<br />

on page 370 for more information on how the position and orientation of the camera is defined.<br />

The Direct To Stage (DTS) option controls whether rendering occurs directly on the Stage (the default) or in the<br />

<strong>Director</strong> offscreen buffer. The offscreen graphics buffer is where <strong>Director</strong> calculates which sprites are partly hidden<br />

behind other sprites. When Direct To Stage is on, <strong>Director</strong> bypasses its offscreen buffer and saves time, increasing<br />

playback speed. However, when Direct To Stage is on, you cannot place other sprites on top of the 3D sprite.<br />

The Preload option controls how media that is being downloaded to the user’s computer is displayed. The media<br />

can be held back from display until it has been completely streamed into memory, or it can be displayed<br />

progressively on the Stage as data becomes available.<br />

The Play Animation option controls whether any existing animation, either bones or keyframe, is played or<br />

ignored.<br />

The Loop option controls whether the animation loops continuously or plays once and stops.<br />

For more information on animations, see “Pre-defined animations” on page 270.<br />

Last updated 8/26/2011<br />

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