By Matthew Casperson
Away3D is a magnificent expertise, and this publication is concentrated on displaying you the way to create functional and enjoyable 3D Flash purposes with lots of step by step examples, tips on how to assist you stay away from universal error, simple English causes of the innovations and methods utilized by Away3D, and sincere recommendation that will help you comprehend a number of the inconsistencies within the Away3D code base. This booklet is intended for newbies in addition to skilled Flash builders who're seeking to create 3D functions in Flash utilizing the Away3D engine. no matter if you're utilizing Away3D for the 1st time or are a pro developer, this ebook will give you a great beginning in taking Flash to the subsequent size. it will possibly even be used as a reference advisor by way of Flash builders who're already acquainted with Away3D.
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Extra resources for Away3D 3.6 Essentials
This init object is usually created using object literal notation. While this practice is common, it is not universal, as you will see with the Trident, Skybox, and SkyBox6 classes. Unless otherwise noted, the parameters listed in the following tables relate to the properties of the init object. Where appropriate, an accompanying image is also provided showing the primitive as a wireframe model, and with a bitmap material applied to it. Note that these images are for illustrative purposes only, as they do not reflect the output of the example code, which produces primitive 3D objects that use the default WireColorMaterial class as their material.
Using the cubeMaterials or faces parameters, which both accept a CubeMaterialsData object, you can specify six individual materials to be applied to each side of the cube separately. data package. The CubeMaterialsData constructor takes a number of init object parameters itself: front, back, left, right, top, and bottom. Each of these parameters accepts a material, which will be applied to the appropriate side of the cube. MAP6, it is possible to display a texture that has been split up into two rows and three columns, with each of the six divisions being applied to one of the sides of the cube.
3. Paste the code for the Away3DTemplate class into the new file. 4. Click File | Save. 5. as in the same directory as the FLA file from the previous instructions. 6. Go back to the FLA file and click File | Publish Settings…. 7. Click on the Flash tab, and click on the Settings… button. [ 23 ] Chapter 1 Positioning objects in a 3D scene Before we start adding objects to the scene, it is important to know how objects are positioned in a 3D environment. Traditional 2D Flash applications place objects on the screen along the X (or horizontal) and Y (or vertical) axes.
Away3D 3.6 Essentials by Matthew Casperson