
3D behaviors 11
3D behaviors
All interactive 3D behaviors in Director require an action, then a trigger. When you add an
action, it is good practice to assign similar actions to the same group. To establish a group, you
select a name for the group and enter that name in the Parameters dialog box of each behavior
that you attach to the sprites in the group. For example, you might assign Dolly Camera and Pan
Camera Horizontal to the same “Camera” group, while Create Box and Create Sphere would be
assigned to the same “Primitive” group. Assigning your behaviors to groups makes it much easier
to organize multiple behaviors and apply triggers to them.
You can add modifier keys to any trigger, so that a given trigger can launch two actions,
depending on whether the modifier key is pressed. You can, for example, use Mouse Left and
Mouse Left+Shift as separate triggers.
Independent 3D action behaviors (Orbit Camera, Automatic Model Rotation, Model Rollover
Cursor, Toon Behavior, and Show Axis) don’t need a trigger because they do simple things like
rotate models that do not require user interactions.
You can view more information about a particular 3D behavior, including parameters and
dependencies, if appropriate, by dragging a behavior to the Cast window, selecting it, and
displaying the Behavior inspector (Window > Behavior Inspector).
3D actions
Dolly Camera moves the sprite’s camera in or out by a specified amount.
Drag Camera allows full camera control with a single behavior. Drag the camera for horizontal
and vertical panning, zooming, and rotation.
Fly Through simulates flying through a 3D world. You can apply forward and reverse thrust, roll
to the left or right when turning, stop instantly, or glide to a smooth halt.
Pan Camera Horizontal pans the camera about its y-axis by the specified degree amount. For
vertical panning, use the Pan Camera Vertical behavior. For z rotation, use the Rotate Camera
behavior.
Pan Camera Vertical pans the camera bout its x-axis by the specified degree amount. For
horizontal panning, use the Pan Camera Horizontal behavior. For
z rotation, use the Rotate
Camera behavior.
Orbit Camera allows the sprite’s camera to be orbitted about a specific model’s single or dual axis.
Reset Camera resets the sprite’s camera to its initial location values. Resetting the camera restores
the camera’s initial transform values.
Rotate Camera rotates the camera about its z-axis (clockwise or counterclockwise) by the
specified number of degrees. For y rotation, use the Pan Camera Horizontal behavior. For x
rotation, use the Pan Camera Vertical behavior.
Automatic Model Rotation automatically rotates a model about an axis. For multiple axes, drop
multiple instances of the Automatic Model Rotation behavior on the sprite and select the desired
axes.
Click Model Go to Marker allows the user to navigate to a specific frame in the Score by clicking
on a specific model.
Drag Model allows the user to drag a model in any direction.
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