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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D basics<br />

With the #keyframePlayer modifier and the #bonesPlayer modifier, you can use a set of motions authored in your<br />

3D-modeling application. For bones animation, each motion contains a list of tracks, and each track contains the<br />

keyframes for a particular bone. A bone is a segment of the skeleton of a model. For example, track 14 of the motion<br />

named Run can be named RtKneeTrack and move a bone named RtKnee. These names are defined in the 3D<br />

modeling application.<br />

Play list: The Keyframe and Bones players manage a queue of motions. The first motion in the play list is the motion<br />

that is currently playing or paused. When that motion finishes playing, it’s removed from the play list and the next<br />

motion begins.<br />

Motions can be added with bonesPlayerOrKeyframePlayer.play("motionName"), which adds the motion to<br />

the top of the list, or bonesPlayerOrKeyframePlayer.queue("motionName"), which adds it to the end of the list.<br />

Using the play method starts the motion immediately. The motion previously at the beginning of the play list is<br />

halted unless autoBlend is turned on. When you use queue(), the motion is added to the end of the play list.<br />

Motions are removed from the play list automatically when they are complete. You can remove them explicitly by<br />

using bonesPlayer.playNext().<br />

Motion blending: If autoblend is TRUE, a motion that is coming to an end blends smoothly into the next motion.<br />

You use the bonesPlayerOrKeyframePlayer.blendTime property to determine how long the blend should be. If<br />

you set bonesPlayerOrKeyframePlayer.autoBlend to FALSE, you can then use<br />

bonesPlayerOrKeyframePlayer.blendFactor to control the blend frame by frame.<br />

Motion mapping: You can create new motions by combining existing motions. For example, a walking motion<br />

could be combined with a shooting motion to produce a walk-and-shoot motion. This is available only with Bones<br />

player animations.<br />

You can add the Keyframe player modifier at runtime to a model created in <strong>Director</strong>, but you cannot add the Bones<br />

player modifier at runtime. The Bones player modifier is automatically attached to models with bones animation<br />

exported from a 3D-modeling application. Since the required bones information cannot be assigned in <strong>Director</strong>, it has<br />

to exist before the model is imported into <strong>Director</strong>.<br />

Physics<br />

The Physics Xtra is a high-performance tool that helps developers create 3D worlds in which objects interact. The Xtra<br />

performs calculations to determine the results of collisions, factoring in object properties such as mass, velocity, and<br />

rotation. Forces can be applied, and objects can be connected to each other with constraints. The constraints available<br />

are 6 degree of freedom joints, linear joints, angular joints, and spring joints.<br />

Additionally, terrains and raycasting are supported. A terrain is similar to a bumpy plane that is finite in two<br />

dimensions and defines an elevation along the third. Raycasting is the mechanism of collision detection with rays.<br />

Raycasting can be done against all types of rigid bodies and terrains.<br />

With this Xtra, developers can focus on game play and user interaction, and not worry about creating a real-time<br />

physics engine with Lingo scripts.<br />

The Physics (dynamiks) Xtra is a fully integrated rigid body physics simulation engine for <strong>Adobe</strong>® <strong>Director</strong>®. The<br />

dynamiks Xtra is supported on Windows and MAC platforms.<br />

For a simple demonstration of some of the potential of the Physics Xtra, download the movie Physics.dir and launch it.<br />

Last updated 8/26/2011<br />

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