Overview of Flash 3D - Page 2
August 6, 2001
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This chapter covers some specific techniques for building 3D
symbols and animations in
Flash,
as well as a broad overview of the major areas of interest in the
huge and fascinating world of 3D. This is intended as an
introduction to 3D for experienced Flash developers who have
little or no prior exposure to 3D proper.
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General Overview of 3D Topics
From fine art still images to title sequences for TV news to
electronic actors in films, 3D tools are used everywhere in our
media-saturated world. The range of tools is unbelievably large,
too, from freeware desktop applications to high-performance,
multiprocessor, dedicated machines on a network that do nothing
but render frames of animation, day and night.
Although it does take a long time to find your voice in 3D and
learn one of the incredibly complex (and expensive) software
packages, there are some basic concepts that tie together all
tools, goals, and areas of 3D.
Note: The concept of materials and textures is
conspicuously missing from our roundup of general 3D subjects.
This is because it is currently not practical to render textures
to a 3D object in SWF vectors. Besides, the general lack of tools
that will render textured 3D models to SWF vectors, the file
size, and the complexity of such an SWF would prohibit its
practical use.
Modeling
Modeling is the electronic equivalent of sculpture. This is the
area of 3D that makes celebrities of good 3D artists (within 3D
communities, anyway). The idea is that you start with a shape—
usually a simple 3D object like a cube— and manipulate the
vertices of that object to create a new shape.
If you haven't ventured into 3D before, you may wonder how you
can effectively manipulate the appearance of a geometric shape
like a sphere by its individual vertices, since a sphere is by
definition an infinite number of points equidistant from the
center. This leads us to the one central verity that underlies
all work in all areas of 3D: models are made of polygons.
3D objects are typically made up of lots of little polygons,
which are subdivided diagonally. We are not going to worry about
the diagonals in this chapter. You can see how the sphere in the
following image is not really a perfect sphere, but a sphere-
shaped group of rectangles.
The array of techniques for manipulating these polygons is deep
and wide. Some techniques are generally preferred for particular
applications, such as low-polygon modeling by manually adding,
subtracting, and moving vertices in a model with as few polygons
as possible. This technique is preferred for artists who make
models for 3D video games and other real-time rendering
applications, because models with fewer polygons will take less
brainpower for the game processor to render.
Other divergent methods of modeling are popular for different
reasons, not the least of which are personal preference and
artistic style. One family of modeling styles uses tangent
handles to create 3D Bézier curves, which can give an object with
few Bézier vertices a smooth, organic look. There are also tools-
based approaches that deform the mesh of polygons for you based
on parametric input, but these are a little outside the territory
of hard-core 3D modeling. If you are interested in 3D, you could
easily spend a month of focused, full-time study on the fine art
of working directly on the polygon mesh to create models.
Another aspect of 3D that you should be aware of (though it will
not be covered in this chapter) involves boning and skinning a
model. This isn't as gruesome as it sounds. Boning a character is
the process of building a skeleton for a model by drawing bones
inside the character, while skinning is the process of attaching
those bones to the mesh that makes up the model. You can even
compose logic for the bones, giving them individual ranges of
motion and particular bones that control others in a group— just
like a real skeleton— using a technique and tool named, in 18th-
century-birth-of-science fashion, inverse kinematics.
Animation
Any true Flash enthusiast will want to make a 3D model move. The
particular workflow outlined in this chapter is limited to
keyframes and tweening— just like those concepts work in Flash—
because models will be built in one package and exported to
another in a file format that does not support animation.
The larger world of 3D, by contrast, is anything but limited when
it comes to animation. In addition to the control you gain over
animated characters with a complex system of bones and skin, most
packages have whole applications dedicated to the parametric
manipulation of every aspect of animation. Most full-blown 3D
packages have an electronic version of every camera and lighting
apparatus used in cinema, plus some that exist only in the
electronic world.
Rendering
All the parameters you define within a 3D model or
scene, including the vertices of every polygon, the type,
placement, and characteristics of lights, and so on, are all
composed in the interest of generating visual output. Generating
that output is called rendering, and it is a distinct
interest in itself. We will be using Swift 3D to render our
models and animations to SWF vectors, which means that the
options for which details to render, as well as lighting,
quality, and format options are much more limited than if we were
rendering for video or still images. The process of rendering in
Swift 3D is set in motion when you select File | Export.
Macromedia Flash 5 Developer's Guide
Tools - Page 3
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