Cover image for Professional Papervision3D.
Professional Papervision3D.
Title:
Professional Papervision3D.
Author:
Lively, Michael.
ISBN:
9780470688076
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (751 pages)
Contents:
Professional Papervision3D -- Contents -- Acknowledgments -- Introduction -- Part I: Getting Started -- Chapter 1: Understanding Flash3D -- 3D Coordinates in Flash 10 -- Building a 3D Flash 9 Engine in 18 Lines of Code -- Applying Thales Theorem -- Deriving the Scaling Equation -- Rendering to the Screen -- Coding Animation -- Running the Code -- Vanishing Point (Asymptotic Zero) -- Adding a Camera -- Using CS4 (3D Flash 10 Engine in 13 Lines of Code) -- Vanishing Point -- Using the Big 3 -- Translation -- Rotation -- Scaling (Basic Principles of Animation) -- Summary -- Chapter 2: Getting Started With Papervision3D -- Getting Papervision3D -- Diving into 3D -- Shapes Versus Objects -- Hidden Surface Drawing -- Painter's Algorithm -- The View Frustum (Culling and Clipping) -- Exploring the Guts of Papervision3D -- DisplayObject3D -- Running Papervision3D Four Different Ways (Hello World) -- Using Flash or Flex -- Building a Class -- Writing an OOP (Object Oriented) Class -- Formulating a Papervision3D Class -- Running Papervision3D Applications -- Document Class -- Class Path -- Flex Builder -- Adding Motion -- Setting the Stage -- Align -- Scale Mode -- Quality -- Using BasicView (Hello Plane) -- Encapsulation -- Undulating Sphere using BasicView -- Incorporating CS4 -- Summary -- Chapter 3: Rezzing Primitives -- Understanding Primitives -- Exploring the Guts of a Papervision3D Primitive -- Rezzing Primitives to the Stage -- Prim Template Code (Using a Wireframe Material) -- Plane -- Cube -- Making Ellipsoids -- Creating Custom Prims -- Pinched Sphere -- Pyramid -- Geodesic -- Curved Plane -- Puckered Cube -- Torus -- Tube -- Hourglass -- Second Life Tree -- Double-Sided Plane -- Creating CS4 Primitives -- Second Life Tree in Flash CS4 -- Plane -- Cube -- Pyramid.

CS4 Super Prim (Plane, Cylinder, Cone, Sphere, Half Torus . . . ) -- Dissecting the Big Three -- Camera and Viewport -- Summary -- Chapter 4: Adding Materials -- Applying Textures -- Using Simple Materials (or just Materials) -- Material Types -- Adding Materials to a Prim -- Bitmaps -- Movie Clips -- Understanding Light -- Using Shaders -- Adding Brightness -- Bump Map -- Summary -- Part II: Working with Models and Data -- Chapter 5: Creating 3D Models -- Modeling for Papervision3D -- Bringing Down the Count -- Gauging Performance in PV3D -- Choosing a Modeling Application -- Blender -- 3DSMax -- Google SketchUp -- Swift3D -- Papervision3D Importers -- What's MD2? -- Model Pack -- Creating MD2 Files (MilkShape to the Rescue) -- Making Things Move -- What's Up with KMZ? -- Hello Collada -- Single and Multiple Objects with Simple Images -- Single Object with Multiple Images -- Interactive Objects (or Vehicles) and Environments -- Animated Objects -- What's Up with SketchUp? -- Binary versus XML -- Writing Your Own Parsers -- Papervision3D and Collada -- Simple Blender Exporters -- Simple 3DSMax Exporters -- Understanding Collada Parsers -- Processing Images (and Pixel Bender) -- What's Pixel Bender? -- Getting Started with Pixel Bender -- Writing a Pixel Bender Filter -- Adding Parameters -- Typical Point Processes -- Grayscale -- Complement -- Brightness -- Exposure -- Color Balance -- Binary Contrast -- Simple Pixelate -- Simple Blur -- Sharpen -- Simple Point Light -- Bloom Brightness -- Multiple Image Processing -- CrossFade -- Subtraction and Addition -- Bringing Pixel Bender into Flash -- Adding Pixel Bender to Papervision3D -- Creating a Multiple Light Source -- Animating Your Light Sources -- Summary -- Chapter 6: Working with Particle Systems -- Particle Systems in PV3D -- Creating Particles in PV3D.

Putting Stars in a Skybox -- Creating a Generic CS4 Particle Class -- Plug-in Media -- Flint Particles -- Viewing Particle Examples -- Using Flint in Papervision3D -- Getting More Bang Out of Flash -- Summary -- Chapter 7: Geocoding, XML, and Databases -- Geocoding -- Putting a Google Map on a PV3D Prim -- Using Air (Flash Sandbox Security Issue) -- Putting it on the Web with Flex 4 (Gumbo) -- XML -- What Is XML Anyway? -- Taking a Historic Tour -- Building a Planetarium in PV3D -- Building a Flash CS4 Planetarium -- Working with MySQL and PHP -- What's a Database Anyway? -- Using Flex with a Database -- Installing a Test Server -- Creating a Map Maker Database -- Automatically Generating PHP -- Summary -- Chapter 8: Gliding on AIR -- Building a Simple Modeling Program -- Placing Particles at Vertices -- Modeling Terrains -- Creating a Terrain Editor in AIR -- Drawing Code -- Using Radio Buttons -- Adding Sliders -- Using Buttons -- Working with Perlin Noise -- Adding Key listeners -- Incorporating Adobe AIR -- Accessing your Local File System -- Saving BitmapData -- Saving to Your Local PC Using Flash 10 -- Turning Your Webcam into a PV3D Heightmap -- Using SQLite -- Deploying AIR -- Sculpting a Prim Using face3d -- Summary -- Part III: Building Games and Websites -- Chapter 9: Incorporating 3D Physics -- Understanding the Guts of Physics -- Adding Physics to Your Camera -- Creating Camera Perspectives -- Cruising the Stars Using Cameras -- Adding Physics to the DisplayObject3D Class -- Building Your Own Physics Classes -- Simple Pendulums: Line, Ball, Animation -- Double Pendulum: What's pinning? -- Torsion Pendulum: Cylinder on a Rod -- Foucault Pendulum: A Little More Realism -- Interacting with Objects in PV3D -- Building an Interactive Cube: Face Level -- Browser Double-Click Problems.

Building Interactive Particles: Object Level -- Rotating Small Sphere -- Clicking on Particles -- Rolling Over the x, y, z Gizmo -- Taking it to the Next Level: 3D Wall Course -- The Big Problem -- Rapid Large-Scale Development -- Using 3rd Party Physics Engines -- WOW Physics -- Jiglibflash -- Implementing Jiglibflash -- Building an Example Viewer -- AS3Dmod -- The Heart of AS3Dmod -- Making National Treasure: Porting -- Summary -- Chapter 10: Building 3D Games for Wii -- Shooting Pool in Space -- Five Game States: Start, Play, Win, Lose, Cancel -- What's Modal Control? -- Adding a Background Image -- Using View States -- Building a Custom Skybox -- Building a Jiglib Bounding Box -- Creating Your Game Elements -- Following Game Flow -- Optimizing Your Game for the Web -- Using Your Wii -- Wii Starter Code -- Drawing with Silly String -- Adding Wii to Your Game -- Playing Wii Jiglib Pong -- Building the Bounding Box -- Adding Jiglib -- Moving at Constant Velocity -- Adding AI -- Making Game Levels and a Scoring System -- Creating Textboxes -- Adding Reflectivity and a SkyBox -- Building a Wii Navigation System -- Adding Mouse-Controlled Paddle Motion -- Summary -- Chapter 11: Integrating the Flash Media Server -- Getting Started -- Configuring Your Development Environment -- Connecting to the FMS -- The Big Mistake -- Checking on Your Program's Performance -- Running a RSO Hello World -- Unprojecting Coordinates -- Dragging Objects -- Building a Race Track -- Creating a Track -- Adding the FMS to Your Slot Car -- Turning Your Code into a Game -- FMS Alternatives -- Red 5 -- Wowza -- Adobe Flash Collaboration Service -- Summary -- Chapter 12: Developing 3D Websites -- What You Need to Know -- Why Use 3D -- Building it Right in Flash -- Learning Photoshop -- Creating a Site Map -- Converting CSIS to 3D -- Making it 3D.

Using Reflection -- Making your Collage -- Making Clouds -- Making Trees -- Placing your Panels with XML -- Building a Nav System -- Hey! Where's the Preloader? -- Flirting with Web Spiders -- Using HTML -- Using SWFObject -- Summary -- Part IV: Extending PV3D and Beyond -- Chapter 13: Making 3D Movies -- Houston . . . We've Got a Problem -- Using Flash CS4 -- Rebuilding CSIS Seven Revolutions in Flash CS4 -- Adding a Preloader -- Bridging the Gap with Flash Catalyst -- Laying it out in Photoshop -- Creating Code Automatically in Flash Catalyst -- Sending Your Work to Flash Builder -- Pushing the Envelope with Flash Builder -- Birthing a Spark -- Animating in 3D Using Flash Builder -- Going 3D with Photoshop -- Getting Started Tips -- Unlocking the Power of Google 3D Warehouse -- Recording 3D Animations -- Creating an Animation Recorder in PV3D -- Storing Your Results Using the DOM -- Animating Spark -- Building a PV3D Studio -- VizualPV3D -- Summary -- Chapter 14: Taking Virtual Tours -- Hello "Uncle Sam" -- Using Drones - the Yang of VR -- Creating Augmented Reality -- Playing a Game in Augmented Reality -- Building 3D Worlds -- Summary -- Chapter 15: Adding Services -- Tweeting -- Creating Your Layout in Photoshop -- Adding Interactivity in Flash Catalyst -- Building Connectivity in Flash Builder -- Adding 3D to Your Flickr Menu -- Using Photoshop -- Adding 3D in Flash Catalyst -- Hooking it up in Flash Builder -- Mining Yahoo's Treasure Trove -- Checking Your Local Weather -- Building a CNN News Feed -- Connecting Your Service -- Binding Your Data -- Configuring Your Data -- Summary -- Chapter 16: Flash & Math: Exploring Flash 10 and Beyond -- Rebuilding the 3D Pool "Shooting" -- Laying out Your Game's Framework -- Adding Code in Flash Builder -- Optimizing PV3D for Flash 10 -- Rendering 3D Models in Flash 10.

Creating a 3D Image Ball.
Abstract:
Professional Papervision3D describes how Papervision3D works and how real world applications are built, with a clear look at essential topics such as building websites and games, creating virtual tours, and Adobe's Flash 10. Readers learn important techniques through hands-on applications, and build on those skills as the book progresses. The companion website contains all code examples, video step-by-step explanations, and a collada repository.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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