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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D basics<br />

To create a simple collision wall around more complex geometry<br />

To create objects with geometry that you can modify on the fly, or for any other purpose where pre-defined models<br />

cannot be used.<br />

Extruder resources<br />

The extrude3d() function is designed to create an #extruder resource from a text cast member. However, you can<br />

change the vertexList property of an #extruder resource after it has been created.<br />

To see an example of this, download the movie Extruder.dir, , and launch it.<br />

You can use a vectorShape member to define the shape of an #extruder model resource<br />

Note: The 2D co-ordinates of a vectorShape member are measured rightwards and downwards, where the 3D coordinates<br />

of a model resource are measured rightwards, upwards, and forwards. As a result, the shape of an #extruder<br />

resource appears to be flipped vertically. An #extruder resource has only one mesh. The same shader is applied to both<br />

front and back, and it is smeared along the sides.<br />

You can modify the smoothness, tunnelDepth, , and displayFaces properties of an #extruder resource.<br />

Particle emitters<br />

Particle systems are different from the other primitives. Instead of being shapes, they create cascades of moving<br />

particles. You can use these to simulate dust, clouds, rain, smoke, fire, fireworks, and many other randomly animated<br />

systems of particles.<br />

A particle is simply a square plane that turns to face the camera. You can place a texture on this plane. You can use<br />

transparency in the texture to give it a specific (non-square) shape.<br />

The emitter can be a point, a line, or an area defined by a set of four points in space. The particles can be made to change<br />

size, color, size, and blend over time. You can set the maximum and minimum speed. You can make the particles start<br />

in a given direction, follow a path, drift with a wind, and fall due to gravity. You can make an emitter create a single<br />

burst of particles, like a firework, or produce particles continuously. You can move the emitter about in 3D space,<br />

without moving the model itself.<br />

Experimentation is the best way to find which settings give the results that you are looking for.<br />

Last updated 8/26/2011<br />

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