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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D basics<br />

Exporting multiple motions<br />

W3D files can contain multiple motions for a given animated character. However, you may find that the W3D exporter<br />

accepts only a single motion per character. One solution is to export a separate W3D file for each motion. You can then<br />

use cloneMotionFromCastMember() to copy the separate motions to the 3D cast member that will be playing back the<br />

scene. See also “Cloning from other 3D cast members” on page 67.<br />

An alternative is to add each motion in sequence to the character's timeline, and then use the millisecond timing of the<br />

start and end of each motion when you want to playback a particular motion sequence.<br />

Exporting hidden objects<br />

If you hide objects in your 3D modeling application before you export the scene, everything is exported anyway.<br />

Hidden objects will be exported as <strong>Director</strong> groups. Such a group defines a position, rotation, and a scale, but it<br />

includes no geometrical information.<br />

Basic Model Preparation in 3ds Max<br />

1 Create a model, or purchase a model from suppliers, such as, TurboSquid.<br />

2 Convert to polygons if necessary.<br />

3 Create a biped at the same origin point as the mesh, the same height as the mesh (Create > Systems > Biped)<br />

4 Put the biped in figure mode so that you can edit the biped.<br />

5 Get the overall height of the biped right, and then position his hips. Starting from there work outwards using nonuniform<br />

scale to fit the bones to the mesh. Widen the bones so that they nearly cover the mesh, so that they will<br />

influence the mesh when we add the skin modifier.<br />

6 Put the viewport in wireframe and zoom in on the hips. Add a skin modifier to the mesh, click the Attach to Node<br />

button on the rollout, and select the biped’s hips. This will open the skin initializer dialog, so click initialize.<br />

7 Open the skin modifier and select vertex. Marquee select the whole mesh and look for blue vertices. These are not<br />

linked to a bone, so select them and click Assign to Link.<br />

8 Create the dummy, which is a simple transparent cube that you use to translate and rotate the model. The dummy<br />

should be bigger that the mesh, but centered on the mesh center.<br />

9 Go into the hierarchy browser, select both the mesh and biped, and select Group > Group to create a new group<br />

with them as the members. Give the group a good name. (If you do not do so, the mesh does not animate with the<br />

biped in Shockwave, even though it does in Max)<br />

10 After you group, link the group to the dummy. To do so, select the group, and then select the link, and drag into an<br />

area where you only hit the dummy.<br />

Applying motion capture data<br />

Applying motion capture data is really no different for Shockwave3D than for any 3ds Max character. Motion capture<br />

data is a substitute for handmade animation motions, and is usually more fluid and natural than handmade animated<br />

motions, but may sometimes be less efficient at runtime. Motion capture files are available for purchase from many<br />

suppliers.<br />

1 Select the mesh and click Display > Hide > Unhide All to show the biped.<br />

2 Select the biped, Motion > Biped Apps > Figure Mode to take it out of Figure Mode.<br />

3 Motion > Motion Capture > Load File to load the file. Initialize dialog box appears.<br />

Last updated 8/26/2011<br />

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