Chapter Samples

CS4 has made it into the book in a big way, and with its incorporation comes this final major revision.

Revised Chapter Samples (Under Construction)

Chapter 1: Understanding Flash3D

Summary

In terms of innovation and “coolness factor”, Flash 3D is one of the fastest-moving areas in web technology. In this chapter, you learned how to build a simple 3D engine in both CS3 and CS4. Using what you learned about 3D engines you created a torus worm, carousel, and image ball. Finally, you examined Disney’s rules for creating realistic animation, and converted a timeline animation into ActionScript.

You’ve begun the most important step in learning Papervison3D, understanding how 3D is made!

Chapter Outline

YouTube:

Code Demos:

Code Source:

Related Posts:

Building a 3D Flash Engine in 19 Lines of Code

CS4 Creating a Parametric Particle Fiel

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Chapter 2: Getting Started in Papervision3D

Summary

In this chapter, you were introduced to the basics of Papervision3d, Painter’s Algorithm, and the view frustum. You learned about culling and clipping and examined the guts of Papervision3d. You instantiated your first primitive (a sphere) and added a wireframe material. You extended your application using BasicView, and examined the different ways to run an application.

In the next chapter, you’ll build upon what you’ve learned by adding a new host of primitives to your repertoire.

Chapter Outline

YouTube:

Code Demos:

Code Source:

Related Posts:

Guts of a Papervision Application

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Chapter 3

Summary

Rezzing PrimitivesIn this pivotal chapter, you examined how prims were made in both Papervision3D and CS4. You created your own custom prim by examining the parametric equations of different prims. And in the case of creating a Second Life tree, you analyzed the potential savings between using Papervision3D and CS4. You learned about the powerful new classes and methods in the CS4 library (such as Matrix3D, drawTriangles, and vectors). And were able to create your own CS4 super prim, using a switch case and timer.

You have turned the corner from elementary 3D engines to the implementation of parametric equations to build your own super prim. The “smart use math” in 3D programming is your most powerful ally. And in many cases, will save you thousands of lines of code.

Chapter Outline

YouTube:

Code Demos:

Code Source:

Related Posts:

23 Papervision3D Primitives (17 new ones)

CS4 Second Life Tree Superior to PV3D

CS4 Super Primitive using Matrix3D

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Chapter 4: Adding Textures and Effects

Summary

Congratulations, you’ve turned the corner from techno 3D babble to application building. Though some of the material presented in this chapter may seem dry, it’s essential to improving your application’s performance. Digging to the next level of Papervision3D and adding just a few lines of code can really set your application apart from the rest. In the next chapter, you’ll crank this up a notch as you bring in 3D models from 3DSMax, Blender, and Sketch Up.

Chapter Outline

YouTube:

Code Demos:

Code Source:

Related Posts:

Adding Brightness to PV3D Light Source

CS4 Flat Shaded Tie Fighter with drawTriangles

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Chapters 5 through 16 coming!

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Old Chapter Samples

Chapter 1 Getting Started

YouTube Synopsis

Source Code: Base Code

Demo: http://www.professionalpapervision.com/demos/web/baseview/Chapter 1 Outline

Chapter 2 Rezzing Primitives

YouTube Synopsis

Demo – Video on Curved Primitive (creation discussed in Youtube video above)
http://www.nkuflc.org/curvevideo/

Source Code: Curved Video Screen

Demo – Second Life Tree in Papervision
http://www.nkuflc.org/sltree/Source Code: Second Life Tree in Papervision

Chapter 2 Outline

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