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2010 | Buch

The Essential Guide to 3D in Flash

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Über dieses Buch

If you are an ActionScript developer or designer and you would like to work with 3D in Flash, this book is for you. You will learn the core Flash 3D concepts, using the open source Away3D engine as a primary tool. Once you have mastered these skills, you will be able to realize the possibilities that the available Flash 3D engines, languages, and technologies have to offer you with Flash and 3D.

Describes 3D concepts in theory and their implementation using Away3D Dives right in to show readers how to quickly create an interactive, animated 3D scene, and builds on that experience throughout the book Each chapter contains a number of tutorials that focus on one specific feature or group of features

Inhaltsverzeichnis

Frontmatter
Chapter 1. Getting Started
Abstract
Before the power of Away3D can be harnessed in a Flash project, the developer environment needs to be set up correctly. The exact setup procedure may vary based on your own workflows, but two steps are always present: obtaining the source code, then setting up your integrated development environment (IDE) for use with Away3D.
Rob Bateman, Richard Olsson
Chapter 2. Creating Your First 3D Project
Abstract
It is time to get down to business. A project has been set up in your favorite editor, and you are ready to create some nice 3D visuals in Flash. One hour, and some 60 lines of code from now, you’ll be watching and interacting with your first Away3D SWF!
Rob Bateman, Richard Olsson
Chapter 3. The View, Scene, and Camera
Abstract
In the last chapter, you saw how it is possible to create an Away3D project by simply adding a new View3D object to the display list of the document class. More generally, three building blocks make up the foundation of a 3D environment: the view, the scene, and the camera. The latter two objects are created automatically by the view on instantiation but can be overwritten in cases where a greater degree of control is required.
Rob Bateman, Richard Olsson
Chapter 4. Primitives, Models, and Sprites
Abstract
In the majority of Away3D projects, the contents of a scene can be split into three categories. Primitives are simple 3D geometric shapes (such as the Cube primitive shown in the previous chapter) generated internally by the engine from preset collections of properties. Models derive their geometry from imported 3D file formats such as .dae, .3ds, or .obj files that are created using 3D modeling software. Sprites in 3D are flat images that scale with distance but ignore rotation, as if they are constantly facing the camera.
Rob Bateman, Richard Olsson
Chapter 5. Materials, Lights, and Shading
Abstract
As you saw in the previous chapter, all meshes (including internally created primitives and imported models) are built from geometric elements such as triangles and line segments that have their shapes defined by vertex points. For the renderer to be able to draw these elements to the view, an appearance definition similar to the line and fill style settings used in the native drawing API in Flash is required. In 3D, this definition is frequently referred to as a material, and in Away3D, it takes the form of a class instance that can be set in the material property of an individual element or global mesh object. Materials can be used to paint solid colors or bitmap images onto the surface of 3D objects, and special types can define how an object should react to light in a scene.
Rob Bateman, Richard Olsson
Chapter 6. Vector Shapes and Text in 3D
Abstract
Up to this point, the 3D geometry we have created and imported into Away3D has been defined using groups of faces and segments that consist of vertices connected by straight lines. This approach is the most commonly used by 3D modeling applications and the majority of 3D engines for defining 3D geometry, partly because it allows for easy interchange between applications and partly because the hardware acceleration used by many graphical libraries is designed to work with collections of straightedged polygons.
Rob Bateman, Richard Olsson
Chapter 7. Procedural 3D Content
Abstract
With the built-in primitive classes in Away3D, simple geometric 3D shapes can be created on the fly without the need for importing an externally created model. However, primitives are quite limited in their configuration, with only a handful of properties available to adjust their sizes and shapes. For more complex internally generated geometry, we need to consider using some of the more advanced features of the Away3D engine.
Rob Bateman, Richard Olsson
Chapter 8. Interactivity
Abstract
The interactivity of any real-time 3D experience is key to its effectiveness, and in Flash is one of the best reasons to use Away3D over alternative approaches. If your application isn’t interactive, then it’s likely you have options available to you such as prerendered still images or video that potentially produce better visual results, due to the current processing limits imposed on rendering a real-time 3D scene. Having said that, interactive 3D can produce compelling visual results that are simply unattainable with conventional approaches, thanks to the relative freedom it gives the movement and animation of an interface.
Rob Bateman, Richard Olsson
Chapter 9. Animation
Abstract
Right from its inception, a main strength of Flash has been its animation capabilities. Despite the arrival of ActionScript programming shifting the focus somewhat, animation (or tweening in Flash authoring terms) is still considered a core feature of Flash. As yet, we have no timeline functionality for animating 3D objects aside from some limited 2.5 effects (the “postcards in space” approach) using sprites in Flash CS4. Away3D helps to fill in the gaps by offering a number of different options for 3D animation, as we will see in this chapter.
Rob Bateman, Richard Olsson
Chapter 10. Optimizing Tips and Tricks
Abstract
At this point, you should have a solid understanding of the Away3D API and are hopefully already building your next 3D masterpiece! However, as is the case with many web formats, Flash comes with a fairly harsh limitation on processing power. 3D graphics can be more of a processor drain than most, so getting the best possible performance out of the Flash Player when using Away3D is of key importance.
Rob Bateman, Richard Olsson
Backmatter
Metadaten
Titel
The Essential Guide to 3D in Flash
verfasst von
Rob Bateman
Richard Olsson
Copyright-Jahr
2010
Verlag
Apress
Electronic ISBN
978-1-4302-2542-3
Print ISBN
978-1-4302-2541-6
DOI
https://doi.org/10.1007/978-1-4302-2542-3

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