By Matthew Casperson
Away3D is a magnificent know-how, and this publication is targeted on exhibiting you the way to create useful and enjoyable 3D Flash purposes with lots of step by step examples, how to assist you stay away from universal blunders, simple English factors of the thoughts and strategies utilized by Away3D, and sincere suggestion that will help you comprehend many of the inconsistencies within the Away3D code base. This e-book is intended for newbies in addition to skilled Flash builders who're seeking to create 3D purposes in Flash utilizing the Away3D engine. even if you're utilizing Away3D for the 1st time or are a professional developer, this booklet will give you an effective origin in taking Flash to the following size. it may well even be used as a reference advisor through Flash builders who're already conversant in Away3D.
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Additional resources for Away3D 3.6 Essentials
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.
Here we simply get a reference to these two objects for convenience. [ 19 ] Building Your First Away3D Application 3. Click File | New | ActionScript Class. 4. In the New ActionScript Class dialog box, type Away3DTemplate in the Name textbox and click on the Finish button. 5. as file, overwriting any default code that may be present. 6. as file in the Project Explorer | Flex Navigator pane and click on the Set as Default Application option. The icon for the file should include a green triangle and a blue sphere.
Flip Boolean false Flips the orientation of the sides of the cube. This is used to make a cube that is visible from the inside. segmentsW int 1 Defines the number of segments that make up the cube along its width. segmentsH int 1 Defines the number of segments that make up the cube along its height. segmentsD int 1 Defines the number of segments that make up the cube along its depth. mappingType String CubeMappingType. NORMAL / "normal" Defines how the UV coordinates are applied to the cube. Valid values are normal and map6.
Away3D 3.6 Essentials by Matthew Casperson