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1996-11-15
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*********************** 3D UTILITY ***********************
THIS TUTORIAL ILLUSTRATES VARIOUS OPTIONS OF THE FUNCTION
"3D UTILITY" IN GROUPS AREA.
FIRST, LET US CREATE A SIMPLE 3D MODEL.
<end>
HERE IS A TRANSPARENT GRID WITH NO THICKNESS. NOW LET US
DRAW A FEW 3D BLOCKS ON TOP OF THIS GRID. NEXT WE WILL
CREATE A VIEW POINT AND LOOK AT THE MODEL IN 3D.
<end>
FOR BETTER 3D REPRESENTATION LET US REPLACE THE GRID WITH
ANTHER GRID MADE FROM LARGER SQUARES.
<end>
NOW THAT WE HAVE A 3D MODEL LET US EXPERIMENT WITH VARIOUS
OPTIONS OF THE "3D UTILITY".
<end>
THE OPTION "HIDDN" CREATES A PERSPECTIVE REMOVING ALL
HIDDEN LINES. SELECTING THIS OPTION IS EQUAL TO PRESSING
KEYS ALT F2.
THE RESULTING PERSPECTIVE IS PLACED ON THE PASSIVE TABLE.
IN THIS CASE TABLE TWO (TV02) REPLACES IT'S CONTENTS.
<end>
********************** IMPORTANT *************************
BE SURE THAT ANY VALUABLE DATA ON THE PASSIVE TABLE (TABLE
NOT CURRENTLY IN USE) HAS BEEN SAVED PRIOR TO ACTIVATING
THE "HIDDN". THE CONTENTS OF PASSIVE TABLE IS ERASED THEN
REPLACED BY THE PERSPECTIVE.
<end>
NOTE THAT UPON COMPLETION OF THE HIDDEN LINE REMOVAL OPER-
ATION, THE SCREEN AUTOMATICALLY SWITCHED FROM TV01 TO TV02.
TO RETURN TO TV01 PRESS "/", OR ON THE STATUS LINE PRESS THE
BUTTON TV02.
<end>
THE OPTION "WIREF" (WIREFRAME) CREATES A WIREFRAME PERS-
PECTIVE IMAGE WITH OUT IT'S HIDDEN LINES REMOVED.
<end>
"ANIMS" CREATES AN ANIMATION SEQUENCE WHERE ALL FRAMES ARE
ON ONE SINGLE SCREEN SAVED IN A SINGLE FILE (VERSUS MULTIPLE
FILES FOR LARGE ANIMATIONS). TO CREATE AN ANIMATION THERE
MUST BE MORE THAN ONE VIEW POINT (CAMERA). USE "SEE.S" (SEE
SINGLE ANIMATION) TO SEE THE ANIMATION.
<end>
5 VIEW POINTS ARE NOW ON THE SCREEN. THE 5TH ONE IS ON TOP
OF THE FIRST TO CREATE A LOOP. NOW LET US TELL FLASH! TO
CREATE 100 FRAMES BETWEEN THESE VIEW POINTS (CAMERA
LOCATIONS). THIS PROCESS TAKES SOMETIME.
<end>
THE ANIMATION FRAMES HAVE BEEN CREATED. LET US TAKE A LOOK
AT THEM ON TV02 BY PRESSING "/" KEY, OR SELECTING THE TABLE
BUTTON ON THE STATUS LINE.
<end>
TO SEE THIS ANIMATION LET US SELECT "3D UTILITY" FUNCTION.
<end>
THE ANIMATION BEGINS UPON SELECTION OF "SEE.S" (SEE SINGLE
ANIMATION). ANIMATIONS RUN INDEFINITELY UNTIL STOPPED. TO
STOP THE ANIMATION PRESS ANY KEY.
<end>
THE ORIGINAL MODEL IS STILL ON TABLE ONE. LET US RETURN TO
THE MODEL ON TABLE ONE (TV01).
<end>
LET US GO TO TV02 AND LEARN SOME INTERESTING FACTS ABOUT
MEMORY USAGE.
<end>
AS YOU CAN SEE, AT THE BOTTOM RIGHT CORNER OF THE SCREEN
THE 100 FRAMES HAVE TAKEN UP 10.2% OF THE AVAILABLE MEMORY
OF THIS TABLE. THE MEMORY USAGE OF ONE TABLE HAS NO RELATION
TO THE MEMORY USAGE OF THE OTHER TABLE.
<end>
SPECIFYING MORE FRAMES AND A MORE COMPLEX MODEL WOULD USE
UP MORE OF THE AVAILABLE MEMORY.
<end>
IT IS A GOOD IDEA TO CALCULATE THE MEMORY USAGE BEFORE
CREATING ANIMATION FRAMES TO AVOID EXCEEDING THE MEMORY.
CALCULATE THE MEMORY USED BY ONE FRAME (HIDDEN LINES
REMOVED) AND MULTIPLY IT BY THE NUMBER OF FRAMES YOU
DESIRE. TRY NOT TO EXCEED 60% MEMORY USAGE.
<end>
UP TO 400 FRAMES OF ANIMATION MAY BE SPECIFIED FOR THIS
SIMPLE MODEL SINCE 0.15% OF THE MEMORY IS USED FOR ONE
FRAME. SEE LOWER RIGHT CORNER BELOW.
<end>
TO CREATE ANIMATIONS WITH MORE FRAMES, OR AN ANIMATION
OF A MORE COMPLEX MODEL, THERE IS A BUILT-IN FEATURE THAT
AUTOMATICALLY SPREADS THE REQUESTED NUMBER OF FRAMES
AMONG MANY FILES AND KEEPS THEM ALL ON THE HARD DISK.
<end>
THE OPTION "ANIMM" (ANIMATE TO MANY FILES) CREATES FILES
WHOSE NAMES BEGIN WITH THE SAME 5 CHARACTERS AND EACH
ENDS WITH A THREE DIGIT NUMBER BETWEEN 001-999. EACH FILE
CONTAINS ANIMATION FRAMES BETWEEN TWO SUCCESSIVE VIEW
POINTS (CAMERA LOCATIONS). LET US SPECIFY 50 FRAMES TO BE
STORED IN FILES THAT BEGIN WITH THE LETTERS:ANIMA .
<end>
FLASH! HAS CREATED 4 FILES CONTAINING ANIMATION FRAMES
(BETWEEN 5 VIEW POINTS). TO SEE THE ANIMATION LET US CHANGE
TABLE TO TV02.
<end>
SELECT "3D UTILITY" AND CHOOSE THE OPTION "SEE.M" (SEE ANI-
MATION STORED IN MANY FILES). SPECIFY THE FILE NAME "ANIMA"
AND THE ANIMATION BEGINS. THIS ANIMATION WILL RUN UNTIL
INTERRUPTED BY PRESSING ANY KEY.
<end>
AT EACH CAMERA POINT A FILE WITH ANIMATION FRAMES WAS LOADED
AND DISPLAYED VERY QUICKLY. IN THIS FASHION VERY LONG ANI-
MATIONS MAY BE CREATED ONLY LIMITED BY YOUR HARD DISK.
<end>
THE PREVIOUS DISCUSSION OF CALCULATING THE MEMORY USAGE OF
EACH FRAME AND MULTIPLYING IT BY THE NUMBER OF FRAMES HOLDS
VALID FOR ANIMATIONS CREATED WITH "ANIMM". THE MORE VIEW
POINTS YOU SPECIFY THE SMOOTHER THE ANIMATION, AND EACH FILE
WILL CONTAIN FEWER FRAMES FOR FASTER LOADING AND LESS NOTIC-
ABLE PAUSE BETWEEN EACH CAMERA POSITION.
<end>
END OF TUTORIAL 011
<end>