Olsson / Bateman | The Essential Guide to 3D in Flash | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 280 Seiten

Olsson / Bateman The Essential Guide to 3D in Flash


1. ed
ISBN: 978-1-4302-2542-3
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark

E-Book, Englisch, 280 Seiten

ISBN: 978-1-4302-2542-3
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark



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

Richard Olsson is a Swedish freelance Flash developer, Away3D team member/developer, and author of official documentation for the ongoing Away3D documentation project.

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Weitere Infos & Material


1;Title Page;1
2;Copyright Page;2
3;Contents at a Glance;3
4;Table of Contents;4
5;About the Author;10
6;About the Technical Reviewer;11
7;Acknowledgments;12
8;Introduction;13
8.1;Layout conventions;14
9;Chapter 1 Getting Started;15
9.1;Getting the Away3D library;15
9.2;Setting up a project;16
9.2.1;Using Adobe Flash CS4/CS5;16
9.2.2;Using Flash Builder;17
9.2.3;Using FDT;19
9.2.4;Using FlashDevelop;20
9.2.5;Open source workflow using the Flex SDK and Makefiles;21
9.3;Summary;22
10;Chapter 2 Creating Your First 3D Project;23
10.1;Starting up the engine;23
10.2;Adding 3D objects to the scene;24
10.2.1;Understanding constructors and initialization objects;26
10.3;Lighting the scene;26
10.4;Animating objects in 3D;28
10.5;Enabling interactivity in 3D;29
10.6;Summary;29
11;Chapter 3 The View, Scene, and Camera;32
11.1;Understanding the basics;32
11.1.1;View;32
11.1.2;Scene;33
11.1.3;Camera;33
11.2;Exploring the fundamentals of 3D;33
11.2.1;Working with coordinates in 3D space;34
11.2.2;The rendering process;35
11.2.2.1;Clipping;35
11.2.2.2;Z sorting;35
11.2.2.3;Perspective Projection;36
11.3;Setting up the chapter base class;36
11.4;Creating and using the view;38
11.4.1;Centering the vanishing point;39
11.4.2;Clipping the viewport;39
11.5;Managing the scene;41
11.5.1;Adding and removing 3D objects;42
11.5.2;Accessing 3D objects in the scene;43
11.5.3;Working with nested 3D objects;44
11.5.4;Moving, rotating, and scaling in 3D;45
11.5.5;Using containers as pivots;47
11.6;Creating and using cameras;49
11.6.1;The Camera3D object;50
11.6.1.1;Moving the camera;50
11.6.1.2;Rotating the camera;51
11.6.1.3;Adjusting the zoom and focus properties;52
11.6.1.4;Aiming at objects using lookAt();54
11.6.2;The TargetCamera3D object;55
11.6.3;The HoverCamera3D object;56
11.7;Summary;59
12;Chapter 4 Primitives, Models, and Sprites;60
12.1;Knowing the basic terminology;60
12.1.1;Vertices;60
12.1.2;Faces and segments;61
12.1.3;Meshes and primitives;61
12.1.4;Billboards and sprites;61
12.2;Setting up this chapter’s base class;61
12.3;Understanding common primitives;63
12.3.1;The plane primitive;64
12.3.2;Back-face culling;65
12.3.3;The cube primitive;65
12.3.4;The sphere primitive;66
12.4;Understanding wire primitives and line segments;67
12.4.1;Wireframe primitives;68
12.4.2;Combining wireframe and regular primitives;69
12.4.3;Drawing irregular lines in space;70
12.5;Using regular polygons;72
12.6;Working with external models;74
12.6.1;Workflow when loading a model;74
12.7;Optimizing external resources for size and speed;76
12.7.1;Converting a model to ActionScript;77
12.7.2;Using the converted model;78
12.7.3;Creating a library of models;79
12.8;Applying bitmap filter effects to 3D objects;81
12.9;Using 3D sprites;82
12.9.1;Creating smoke using 3D sprites;82
12.10;Tutorial: Creating a twisted image gallery;85
12.10.1;Laying out the application shell;86
12.10.2;Creating the TV sets;89
12.10.3;Loading the gallery image;92
12.10.4;Creating the menu items;92
12.10.5;Displaying the content;94
12.10.6;Adding movement and interactivity;96
12.11;Summary;98
13;Chapter 5 Materials, Lights, and Shading;100
13.1;Understanding Away3D materials;100
13.2;Using color and bitmap materials;104
13.3;Working with wire materials;108
13.4;Using lights and shading materials;110
13.4.1;Lighting in Away3D;111
13.4.1.1;Omnidirectional lighting with point lights;111
13.4.1.2;Parallel beam lighting with directional lights;112
13.4.1.3;Background lighting with AmbientLight3D;112
13.4.2;Creating and configuring light sources;113
13.4.3;Controlling the intensity of a light source;113
13.4.4;Shading materials in Away3D;115
13.4.4.1;Flat shading materials;115
13.4.5;Using normal map shading;119
13.4.5.1;Generating a normal map;121
13.4.5.2;Using DOT3 materials in Away3D;122
13.4.6;Using environment shading;126
13.5;Using animated and interactive materials;129
13.5.1;Using the MovieMaterial class;129
13.5.2;Using the VideoMaterial class;131
13.6;Summary;132
14;Chapter 6 Vector Shapes and Text in 3D;134
14.1;Working with vector graphics;134
14.1.1;Vector graphics vs. raster graphics;135
14.1.2;Creating lines and curves;135
14.1.3;Using the Away3D drawing API;136
14.2;Preparing the chapter base class;137
14.3;Drawing 3D vector shapes;139
14.3.1;Creating simple shapes with straight lines;139
14.3.2;Creating curved shapes;141
14.3.3;Creating open-ended line segments;142
14.3.4;Creating nonplaner shapes;143
14.3.5;Creating shapes with holes;144
14.4;Importing 3D vector shapes;145
14.4.1;Extracting vector shapes from an SWF file;145
14.4.2;Animating imported vector shapes;148
14.5;Importing 3D Text;149
14.5.1;Extracting vector data from a font;150
14.5.2;Extruding text;152
14.5.3;Warping text along a path;153
14.6;Knowing the limitations of vector graphics in Away3D;157
14.7;Summary;158
15;Chapter 7 Procedural 3D Content;160
15.1;Preparing the chapter base class;160
15.2;Building a pyramid primitive;162
15.2.1;Starting with AbstractPrimitive;162
15.2.2;Setting up the constructor;163
15.2.3;Adding public properties;164
15.2.4;Building the Pyramid mesh;165
15.2.5;Mapping UV coordinates;168
15.3;Using the extrusions tools;172
15.3.1;Creating a ribbon using the PathExtrusion class;172
15.3.2;Creating a vase with the LatheExtrusion class;174
15.4;Using mesh modifiers;176
15.4.1;Creating a terrain using the HeightMapModifier;176
15.5;Summary;181
16;Chapter 8 Interactivity;183
16.1;Setting up the chapter base class;183
16.2;Interacting with 3D objects in a scene;186
16.2.1;Introducing the MouseEvent3D object;187
16.2.2;Using MouseEvent3D’s scene coordinates;189
16.2.3;Using MouseEvent3D’s UV coordinates;191
16.3;First-person camera keyboard controls;194
16.3.1;Walking with the keyboard;195
16.3.2;Looking around by dragging the mouse;197
16.3.2.1;Looking around by scrubbing the mouse;200
16.4;Summary;203
17;Chapter 9 Animation;204
17.1;The basics of scripted animation;204
17.2;Using basic tweening;206
17.3;Path tweening;208
17.4;Importing animation;213
17.4.1;Working with MD2 animations;213
17.4.1.1;Importing an MD2 file;213
17.4.1.2;Playing an MD2 animation;215
17.4.2;Working with COLLADA animations;218
17.4.2.1;Importing a COLLADA file;218
17.4.2.2;Playing a COLLADA animation;220
17.5;Creating programmatic animation with bones;220
17.5.1;Defining an animation rig;221
17.5.2;Bone tweening;221
17.6;Summary;225
18;Chapter 10 Optimizing Tips and Tricks;227
18.1;Preparing the chapter base class;227
18.2;Optimizing geometry;229
18.2.1;Using level-of-detail objects;229
18.2.2;Culling and clipping polygons and meshes;233
18.2.2.1;Back-face culling;233
18.2.2.2;Viewport clipping;234
18.2.2.3;Object culling;237
18.2.2.4;Manual culling;237
18.2.3;Using models effectively;238
18.2.3.1;Polygon counts;238
18.2.3.2;Intersecting polygons;238
18.2.3.3;Double-sided geometry;239
18.3;Optimizing materials;243
18.3.1;Optimizing shading;243
18.3.1.1;Static shading;243
18.3.1.2;Normal map images;244
18.3.2;Conserving material instances;247
18.4;Exploring general best practice techniques;249
18.4.1;Switching between 3D coordinate systems;249
18.4.1.1;Converting from object space to scene space;252
18.4.1.2;Converting from object space to screen space;255
18.4.2;Changing camera lenses;255
18.4.2.1;Traditional perspective projections;256
18.4.2.2;Extreme wide-angle projections;256
18.4.2.3;Isometric projections;257
18.5;Summary;259
19;Index;261



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