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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D basics<br />

If you are using linked or internal 3D cast members, you can have finer control of which objects you copy from one<br />

3D cast member to another, or within a single 3D cast member. The following are the "clone" functions:<br />

node.clone() creates a copy of a model, group, light, or camera, and all its children. Any model resources and<br />

shaderLists used by the copy are identical to those used by the original. No new model resources, shaders, or<br />

textures are created.<br />

node.cloneDeep() copies the node and all its children, just like the clone() function, but it also creates a duplicate<br />

of all model resources, shaders, and textures used by the node or its children. This is useful if you want to modify<br />

these duplicate objects while leaving the original models unchanged.<br />

member3D.cloneModelFromCastmember() acts like cloneDeep() for a model, except that it copies the model and<br />

all its associated objects from one 3D cast member to another.<br />

member3D.cloneMotionFromCastmember() copies a motion from one 3D cast member to another. You can create<br />

an animated character with all its geometry, textures, and shaders in one W3D file. In separate files, you can save<br />

different motions for the character. In these separate files, you can omit all the shaders and textures, and reduce the<br />

geometry to little more than the bones that are animated by the motion. This will ensure that file size is kept to a<br />

minimum.<br />

Export issues<br />

Your first efforts at exporting to the W3D file format may not work out the way you expect. Many 3D designers<br />

establish a specific workflow that allows them to avoid conversion problems. This section lists the common issues that<br />

you are likely to encounter.<br />

Lights<br />

If there were no lights in the original pre-exported scene, then the W3D file will appear black. This can be simply fixed<br />

by adding a light either in the authoring application or in <strong>Director</strong>.<br />

If your W3D scene appears empty, check whether it is simply a question of lighting.<br />

Tiling and stretching textures<br />

In 3ds Max, avoid making UVW settings to a texture in the Material Editor. UVW is a standard approach to set up<br />

tiling, stretching, and so on. Unfortunately W3D ignores settings made in the Material Editor. To use UVWs, you need<br />

to add a UVW Map modifier to the model itself and make your settings there.<br />

If the way your texture maps to your model looks different in <strong>Director</strong> than it did in 3ds Max, check that you used a<br />

UVW Map modifier on the model.<br />

Naming<br />

In a W3D file, every object of a given type must have a unique name. Cameras, groups, lights, and models are all<br />

considered to be nodes. Every node must have a unique name. For example, you cannot have both a camera named<br />

“Main” and a group named “Main”. You can avoid this naming conflict by using a strict naming convention. For<br />

example, you can include the type of node in the name of the node. This gives you the names “Main Camera” and<br />

“Main Group”.<br />

Last updated 8/26/2011<br />

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