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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D basics<br />

Collision<br />

The #collision modifier manages the detection and resolution of collisions. It is easy to detect collisions between<br />

models with simple geometry, such as spheres and cubes. Calculating collisions between models with more complex<br />

geometry (bananas or teapots, for instance) requires much more processing time.<br />

The #collision modifier was introduced in <strong>Director</strong> 8.5. It can handle simple collisions. However <strong>Director</strong> 11.5<br />

features a much more powerful collision detection system, provided by the Dynamiks xtra extension. See “Physics” on<br />

page 293 for more details.<br />

Bones Player<br />

The #bonesPlayer modifier manages the use of motions by models. The motions managed by the #bonesPlayer<br />

modifier animate segments, called bones, of the model. Bones animations modify the model’s geometry over time.<br />

Motions and the models that use them must be created in a 3D modeling program, exported as W3D files, and then<br />

imported into a movie. Motions cannot be applied to model primitives created within <strong>Director</strong>. Creating bones<br />

animation in a 3D modeling application can be complex, but it results in more natural-looking movements.<br />

The #bonesPlayer modifier lets you launch one motion at a time on any given model, but you can blend the end of<br />

one motion into the beginning of the next motion in a couple of different ways. To explore this blending feature,<br />

download the movie BonesPlayer.dir, and launch it.<br />

In BonesPlayer.dir, you can experiment with the autoBlend, blendTime and blendFactor settings.<br />

You can queue, play, and pause bone animations, and you can vary the rate at which they are played. You can use<br />

motion mapping to create new motions out of a combination of existing motions, and play these new motions back<br />

using the #bonesPlayer modifier.<br />

Keyframe Player<br />

Keyframe animations modify a model’s transform properties over time. Like all the other modifiers, the<br />

#keyframePlayer modifier can only be attached to a model. Perhaps you want to apply a keyframe motion to a<br />

camera, a light or a group. To do this, you can use a placeholder model with its resource property set to VOID, and<br />

add the camera, light or group is a child of the placeholder model.<br />

You can combine a keyframe animation with a bones animation on the same model. For example, for an animated<br />

character, you can combine a “run in place” bones animation with a “move around the room” keyframe animation.<br />

Last updated 8/26/2011<br />

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