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|a UAMI
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|a Ivanov, Michael.
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1 |
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|a Away3D 3.6 cookbook :
|b over 80 practical recipes for creating stunning graphics and effects with the fascinatnig Away3D engine /
|c Michael Ivanov.
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260 |
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|a Birmingham :
|b Packt Pub.,
|c 2011.
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300 |
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|a 1 online resource (1 electronic resource (461 pages)) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
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|2 rdacarrier
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|a data file
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|a Handbook
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|a Annotation Three dimensions are better than two_and it's not a secret anymore that 3D is here to stay. Gone are the days when Flash was just used for 2D animations. In the last few years online Flash content has undergone a revolution with the introduction of real-time 3D engines for Flash. Away3D is the big daddy of them all_which makes it the ultimate resource for top-rated 3D content development and for powering today's coolest games and Flash sites. Away 3D 3.6 Cookbook is your answer to learning all you need to take your Flash or Away3D skills to the next level_ and having fun doing it. This book is your practical companion that will teach you more than just the essentials of Away3D, and will provide you with all the tools and techniques you need to create a stunning 3D experience. You will find recipes targeting every possible field related to Away3D, 3D development pipelines, and best practices in general. You will find practically relevant content exploring advanced topics, which will clear your way to developing cutting edge applications_not to mention saving hours of searching for help on the internet. The recipes in this book will teach you diverse aspects of 3D application development with Away3D. They will guide you through essential aspects like creation of assets in external programs and their integration into Away3D, working with material, animation, interactivity, special effects, and much more. Each topic is packed with recipes targeting different levels of complexity so that even experienced Away3D developers will find a lot of useful and unique information. By the time you are done with this book, you'll be creating your own awesome Away 3D applications and games in less time than you can say "design."
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Working with Away3D Materials; Introduction; Using a single MovieClip for multiple materials; Controlling the MovieClip of MovieMaterial; Streaming VOD from FMS for VideoMaterial; Interpolating material color dynamically with DepthBitmapMaterial; Creating normal maps in Photoshop; Generating normal maps using Away3D NormalMapGenerator; Getting your hands dirty with Pixel Bender materials; Assembling composite materials; Chapter 2: Working with Away3D Cameras; Introduction
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505 |
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|a Creating an FPS controllerCreating Camera Depth of Field Effect; Detecting whether an object is in front of or behind the camera; Changing lenses; Following a third-person view with a spring camera; Tracking screen coordinates of 3D objects; Transforming objects in 3D space relative to the camera position; Using Quaternion camera transformations for advanced image gallery viewing; Chapter 3: Animating the 3D World; Introduction; Animating (Rigging) characters in 3DsMax; Controlling bones animation in Collada; Working with MD2 animations; Morphing objects; Animating geometry with Tween engines
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|a Moving an object on top of the geometry with FaceLinkChapter 4: Fun by Adding Interactivity; Introduction; Adding rotational interactivity to an Away3D primitive by using Mouse movements; Implementing advanced object rotation using vector math; Creating advanced spherical surface transitions with Quaternions; Interactively painting on the model's texture; Dragging on geometry by unprojecting mouse coordinates; Morphing mesh interactively; Creating a controllable non-physical car; Chapter 5: Experiencing the Wonders of Special Effects; Introduction; Exploding geometry
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505 |
8 |
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|a Creating advanced bitmap effects using filtersCreating clouds; Visualizing sound in 3D; Creating lens flair effects; Masking 3D objects; Chapter 6: Using Text and 2D Graphics to Amaze; Introduction; Setting dynamic text with TextField3D; Interactive animation of text along a path; Creating 3D objects from 2D vector data; Drawing with segments in 3D; Creating a 3D illusion with Away3D sprites; Chapter 7: Depth-sorting and Artifacts Solutions; Introduction; Fixing geometry artifacts with Frustum and NearField clipping; Removing artifacts from intersecting objects
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|a Solving depth-sorting problems with Layers and Render ModesChapter 8: Prefab3D; Introduction; Exporting models from Prefab; Normal mapping with Prefab; Maintaining workflow with AwayConnector; UV map editing with Prefab; Creating terrain; Generating light maps; Creating and animating paths; Chapter 9: Working with External Assets; Introduction; Exporting models from 3DsMax/Maya/Blender; Exporting models from 3DsMax to ActionScript class; Preparing MD2 models for Away3D in MilkShape; Loading and parsing models (DAE, 3ds, Obj, MD2); Storing and accessing external assets in SWF
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
0 |
0 |
|a Away3D (Computer program)
|v Handbooks, manuals, etc.
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630 |
0 |
0 |
|a Flash (Computer file)
|v Handbooks, manuals, etc.
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630 |
0 |
7 |
|a Flash (Computer file)
|2 fast
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650 |
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|a Three-dimensional imaging
|x Computer programs
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650 |
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|a Computer graphics
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650 |
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6 |
|a Imagerie tridimensionnelle
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650 |
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6 |
|a Infographie
|v Guides, manuels, etc.
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650 |
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7 |
|a COMPUTERS
|x Image Processing.
|2 bisacsh
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650 |
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7 |
|a PHOTOGRAPHY
|x Techniques
|x Digital.
|2 bisacsh
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650 |
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7 |
|a TECHNOLOGY & ENGINEERING
|x Imaging Systems.
|2 bisacsh
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650 |
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7 |
|a COMPUTERS
|x Digital Media
|x Graphics Applications.
|2 bisacsh
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650 |
|
7 |
|a Computer graphics
|2 fast
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655 |
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7 |
|a handbooks.
|2 aat
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655 |
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|a manuals (instructional materials)
|2 aat
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655 |
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655 |
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