Director's Third Dimension: Fundamentals of 3D Programming in Director 8.5
暫譯: 導演的第三維度:Director 8.5 中 3D 程式設計的基本原理

Paul Catanese

  • 出版商: SAMS
  • 出版日期: 2001-10-17
  • 售價: $2,050
  • 貴賓價: 9.5$1,948
  • 語言: 英文
  • 頁數: 915
  • 裝訂: Paperback
  • ISBN: 0672322285
  • ISBN-13: 9780672322280
  • 已過版

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商品描述

 

Director's Third Dimension has been designed with the Director developer with little or no 3D experience in mind. The purpose is threefold: To explain the fundamental concepts necessary to begin working with 3D; To demonstrate how these concepts manifest themselves in Director; To demonstrate strategies for the application of these concepts in terms of specific projects, including building charts, creating interfaces, and controlling characters in a 3D environment.

The book has and abundance of demos (more than 140). At the end of every chapter, there is a collection of Frequently Asked Questions and supplemental resources that will help the reader expand their learning.

Table of Contents

Introduction.

I. HANDS-ON INTRODUCTION TO THE 3D ENVIRONMENT.

1. Shockwave 3D Castmember.

What Is the 3D Castmember? The 3D Environment. The Renderer. Persistence of the Environment. Summary.


2. Creating Models from Scratch via Lingo.

Inserting an Empty 3D World. Modelresources and Models. Primitives. Non-Primitives. Generic Units. Creating Models. Shader Basics. Model Creation Demo. Summary.


3. Building a Simple API for Model Creation.

World Cleanup Utilities. Primitive Creation. Basic Shader Manipulation. Using Our API to Quickly Create Content. Future Considerations. Summary.


4. Transformations.

Two-dimensional Cartesian Coordinates. Points and Vectors. 3D Cartesian Coordinates. The Vector() Function and Vector Data Type. World Coordinates Versus Local Coordinates. Transform() and Transformations. Transforming the Transform() Object. Models, Transform(), and Transformations. Transformation Demos. Summary.


5. Understanding Lighting.

Basic Scene Lighting. Design Priorities. Types of Lights. A Method for Designing with Light. Lighting Laboratory Demo. Creating and Modifying Lights. Summary.


6. Understanding Cameras.

How Are 3D Cameras Different from Lens-Based Cameras? What Is a Projection? Modifying Cameras. Future Considerations. Summary.


7. Text and Extrusion Capabilities.

Creating 3D Text with Text Castmembers. Using extrude3d() for 3D Text and Beyond. Creating Custom Fonts for Director. The Hidden Power of Extrusion. Summary.


8. Parents, Children, and Cloning.

Scenegraph Hierarchy. Parents and Children. Cloning. Groups. Summary.


9. Working with Prebuilt Scenes and Behaviors.

Importing Objects from Modeling Software. Shockwave 3D Viewer. 3D Behavior Basics. Summary.

II. DATA VISUALIZATION.


10. Histograms.

Custom Data Types. Brainstorming. Designing the Data Type. Building the Handlers. Creating Bar Charts. Future Considerations. Summary.


11. Pie Charts.

Brainstorming. Building the Handlers. Creating Pie Charts. Future Considerations. Summary.

III. INTERFACE APPLICATIONS OF SHOCKWAVE 3D.


12. Basic Control of Surfaces.

Models, Shaders, and Textures. Shaders. Standard Shader Properties. Seven Steps for Creating a Basic Surface (Demo). Surface Techniques. Summary.


13. A 2D Mouse in a 3D World.

3D Interface Design Challenges. 3D Interface Design Solutions. Intuitive Solutions. Introduction to Picking Lingo. Picking Demonstrations. Summary.


14. Multitexturing.

Advanced Texture Properties. Texture Layers of the Standard Shader. Shader.Texture Transformations. Summary.


15. Non-Photorealistic Rendering.

What Is NPR Rendering? NPR with Nonstandard Shaders. NPR with Modifiers. Abstract Techniques. Summary.


16. Camera Tricks.

Backdrops and Overlays. Fog. Trails. Summary.


17. Special Effects.

Animated Textures. Particle Systems. Summary.


18. 3D Interface Design.

Charting an Application Interface. 3D Menu System Interface. Incorporating a Sound Interface. Additional Enhancements for Localizing Sound. Interface, Interaction, and Information. Summary.

IV. PROJECT OPTIMIZATION.


19. Performance Optimization.

Renderer Optimization. Texture Optimization. 3D Sprite and Desktop Size. Geometry Optimization. Lighting Optimization. Performance Optimizations for Cameras. Frames Per Second Utility. Additional Performance Tips Quick List. Summary.


20. Download Optimization.

Textures. Geometry. Streaming Options. General Download Tips. Summary.

V. ANIMATION AND INTERACTIVE CONTROL STRUCTURES.


21. Keyframe Animation.

Motions and the Keyframeplayer Modifier. Exporting Motions from 3D Studio MAX. Basic Keyframeplayer Control. Motion Playlists and Multiple Motions. Motion Blending. Cumulative Motions. Summary.


22. Bonesplayer Modifier.

What Is Bones Animation? Exporting Bones Motions from 3D Studio MAX. Using the Bonesplayer Modifier. Bones Animation Demonstration. Motion Mapping. Nonbipedal Bones. Summary.


23. Controlling Time.

Registration Basics. Building a Custom Scheduler. Summary.


24. Interactive Animation.

What Is Interactive Animation? Character Control Demonstration. Summary.

VI - ADVANCEDTECHNIQUES.


25. Advanced Camera Control.

Camera Animation. Camera Zoom. Basic Camera Navigation. Camera Following. Camera Examination. Multiple Viewports. Summary.


26. Advanced Transforms and Vector Math.

Who Should Read This Chapter? Vectors. Scalars. Vector Math. Flexing Our Vector Math Muscles. Advanced Transforms. Gimbal Lock. Summary.


27. Creating Meshes from Code.

What Is a Mesh? Vertices and Faces. Mesh Modelresource. Creating Grids. Building Terrain. Terrain Following. Where to Go from Here? Summary.


28. Mesh Deformation and Detailed Picking.

Mesh Deformation. Meshdeform Modifier. Detailed Picking. Summary.


29. Collision Detection.

Collision Modifier. Collision Modifier Demonstration. Boundary Management. Boundary Management Demonstration. Summary.

VII. APPENDIXES.


Appendix A. 3D Studio MAX W3D Exporter.

How to Export Models from 3D Studio MAX. Critical Issues with W3D Export. Supplemental Resources.


Appendix B. OBJ Converter.

The OBJ File Format. Issues. Strategy. Advanced


Appendix C. Imaging Lingo.

What Is Imaging Lingo? What Can You Do with Imaging Lingo? Imaging Basics. Image, Image(), and Duplicate(). The Rect() Code Object. Quads. Copypixels(). Where to Go from Here.


Appendix D. 2D Mathematics and Utilities.

Modulus Operator. Radians and Degrees. Sin() and Cos() Look-up Tables. ATAN(), COTAN(), ACOS(), and ASIN(). Square Root and Coding. Right Triangle Theorems. Summary.


Appendix E. Optimization Cheat Sheet.
Appendix F. Colorlut Custom Color Management System.

Benefits of Colorlut. Creating a New Custom Palette. Palette Data Structure. Custom Handlers for Palette Control. ColorTool. Palette Strategies.


Appendix G. Havok Xtra.

What Is the Havok Xtra? What Do I Need to Work with Havok? Behaviors. HKE Export. Havok Online.


Appendix H. Online Resources.

Director 3D Work Online. General Director Resources. Listserv. 3D Modeling and Animation Software. Support Software. 3D, AI, and Game Programming. General 3D Information. 3D Models.


Glossary.
Index.

商品描述(中文翻譯)

《導演的第三維度》是為了那些對3D幾乎沒有經驗的導演開發者而設計的。其目的有三:解釋開始使用3D所需的基本概念;展示這些概念在導演中的具體表現;展示在特定項目中應用這些概念的策略,包括構建圖表、創建介面和在3D環境中控制角色。

本書包含大量的示範(超過140個)。每章結尾都有常見問題集和補充資源,幫助讀者擴展學習。

目錄

引言。

I. 3D環境的實作介紹。
1. Shockwave 3D 角色。
什麼是3D角色?3D環境。渲染器。環境的持久性。總結。

2. 通過Lingo從零開始創建模型。
插入一個空的3D世界。模型資源和模型。基本圖形。非基本圖形。通用單位。創建模型。著色器基礎。模型創建示範。總結。

3. 為模型創建構建簡單API。
世界清理工具。基本圖形創建。基本著色器操作。使用我們的API快速創建內容。未來考量。總結。

4. 變換。
二維笛卡爾坐標。點和向量。3D笛卡爾坐標。Vector()函數和向量數據類型。世界坐標與局部坐標。Transform()和變換。變換Transform()對象。模型、Transform()和變換。變換示範。總結。

5. 理解照明。
基本場景照明。設計優先級。燈光類型。用光設計的方法。照明實驗室示範。創建和修改燈光。總結。

6. 理解相機。
3D相機與基於鏡頭的相機有何不同?什麼是投影?修改相機。未來考量。總結。

7. 文本和擠出功能。
使用文本角色創建3D文本。使用extrude3d()進行3D文本及其他。為導演創建自定義字體。擠出的隱藏力量。總結。

8. 父母、子女和克隆。
場景圖層次結構。父母和子女。克隆。群組。總結。

9. 使用預建場景和行為。
從建模軟體導入物件。Shockwave 3D查看器。3D行為基礎。總結。

II. 數據可視化。
10. 直方圖。
自定義數據類型。頭腦風暴。設計數據類型。構建處理程序。創建條形圖。未來考量。總結。

11. 圓餅圖。
頭腦風暴。構建處理程序。創建圓餅圖。未來考量。總結。

III. Shockwave 3D的介面應用。
12. 基本表面控制。
模型、著色器和紋理。著色器。標準著色器屬性。創建基本表面的七個步驟(示範)。表面技術。總結。

13. 3D世界中的2D滑鼠。
3D介面設計挑戰。3D介面設計解決方案。直觀解決方案。介紹選擇Lingo。選擇示範。總結。

14. 多重紋理。
高級紋理屬性。標準著色器的紋理層。Shader.Texture變換。總結。

15. 非寫實渲染。
什麼是NPR渲染?使用非標準著色器的NPR。使用修飾符的NPR。抽象技術。總結。

16. 相機技巧。
背景和覆蓋層。霧。軌跡。總結。

17. 特效。
動畫紋理。粒子系統。總結。

18. 3D介面設計。
繪製應用介面。3D菜單系統介面。整合聲音介面。本地化聲音的附加增強。介面、互動和信息。總結。

IV. 項目優化。
19. 性能優化。
渲染器優化。紋理優化。3D精靈和桌面大小。幾何優化。照明優化。相機的性能優化。每秒幀數工具。其他性能提示快速列表。總結。

20. 下載優化。
紋理。幾何。串流選項。一般下載提示。總結。

V. 動畫和互動控制結構。
21. 關鍵幀動畫。
動作和關鍵幀播放器修飾符。從3D Studio MAX導出動作。基本關鍵幀播放器控制。動作播放列表和多個動作。動作混合。累積動作。總結。

22. 骨架播放器修飾符。
什麼是骨架動畫?從3D Studio MAX導出骨架動作。使用骨架播放器修飾符。骨架動畫示範。動作映射。非雙足骨架。總結。

23. 控制時間。
註冊基礎。構建自定義調度器。總結。

24. 互動動畫。
什麼是互動動畫?角色控制示範。總結。

VI. 高級技術。
25. 高級相機控制。
相機動畫。相機縮放。基本相機導航。相機跟隨。相機檢查。多視窗。總結。

26. 高級變換和向量數學。
誰應該閱讀本章?向量。標量。向量數學。靈活運用我們的向量數學能力。高級變換。萬向鎖。總結。

27. 從代碼創建網格。
什麼是網格?頂點和面。網格模型資源。創建網格。構建地形。地形跟隨。接下來該怎麼辦?總結。

28. 網格變形和詳細選擇。
網格變形。網格變形修飾符。詳細選擇。總結。

29. 碰撞檢測。
碰撞修飾符。碰撞修飾符示範。邊界管理。邊界管理示範。總結。

VII. 附錄。
附錄A. 3D Studio MAX W3D導出器。
如何從3D Studio MAX導出模型。W3D導出的關鍵問題。補充資源。

附錄B. OBJ轉換器。
OBJ文件格式。問題。策略。高級。

附錄C. Imaging Lingo。
什麼是Imaging Lingo?你可以用Imaging Lingo做什麼?成像基礎。Image、Image()和Duplicate()。Rect()代碼對象。四邊形。Copypixels()。接下來該怎麼辦。

附錄D. 2D數學和工具。
模數運算符。弧度和度數。Sin()和Cos()查找表。ATAN()、COTAN()、ACOS()和ASIN()。平方根和編碼。直角三角形定理。總結。

附錄E. 優化備忘單。附錄F. Colorlut自定義顏色管理系統。
Colorlut的好處。創建新的自定義調色板。調色板數據結構。調色板控制的自定義處理程序。ColorTool。調色板策略。

附錄G. Havok Xtra。
什麼是Havok Xtra?我需要什麼來使用Havok?行為。HKE導出。Havok在線。

附錄H. 在線資源。
導演3D工作在線。一般導演資源。郵件列表。3D建模和動畫軟體。支援軟體。3D、AI和遊戲編程。一般3D信息。3D模型。

術語表。索引。