Papervision3D Essentials

Create interactive Papervision 3D applications with stunning effects and powerful animations

Papervision3D Essentials

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Paul Tondeur, Jeff Winder

Create interactive Papervision 3D applications with stunning effects and powerful animations
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Book Details

ISBN 139781847195722
Paperback428 pages

About This Book

  • Build stunning, interactive Papervision3D applications from scratch
  • Export and import 3D models from Autodesk 3ds Max, SketchUp and Blender to Papervision3D
  • In-depth coverage of important 3D concepts with demo applications, screenshots and example code.
  • Step-by-step guide for beginners and professionals with tips and tricks based on the authors’ practical experience

Who This Book Is For

This book is aimed at readers who want to get started with Papervision3D. The book is also aimed at Flash and 3D developers wanting to extend and amplify their existing development skills, empowering them to build new types of applications. The book assumes that you have some experience with ActionScript 3.0, but you do not have to be familiar with classes and Object Oriented Programming; an introduction on these topics is included.

Table of Contents

Chapter 1: Setting Up
Downloading Papervision3D
Downloading the non-compiled source using SVN
Downloading the non-compiled source in the ZIP file
Downloading the compiled source
Configuring your authoring tool for Papervision3D
Where to find the Papervision3D documentation
Summary
Chapter 2: Building Your First Application
Introduction to classes and object-oriented programming
Working with the Document Class/Main Application File
Basics of a 3D scene in Papervision3D
Creating a basic class for Papervision3D
Smart programmers use less code
Preparing for the book examples
Summary
Chapter 3: Primitives
The basic elements of 3D objects
The rendering pipeline
Creating and adding primitives
Nesting
Accessing vertices
Summary
Chapter 4: Materials
Introduction to materials
Basic materials
Three ways of using bitmaps as a material
Two ways of using a movie clip as material
VideoStreamMaterial
Combining materials
Interactivity
Tips and tricks
Example—creating a carousel
Summary
Chapter 5: Cameras
Cameras inherit from DisplayObject3D
Basic camera settings
Camera types
Setting a target with the lookAt() method
Culling
Clipping
Summary
Chapter 6: Moving Things Around
What can we move around?
How can we move things around?
Rotating objects
Mouse interaction
Animating with Tweener
Example—the galaxy extended
Summary
Chapter 7: Shading
Introduction to shading
Flat shading
Gouraud shading
Cell shading
Phong shading
Bumping your materials
Reflection mapping
Example—shading the Earth in our galaxy
Summary
Chapter 8: External Models
Modeling for Papervision3D
Creating a template class to load models
Creating models in Autodesk 3ds Max and loading them into Papervision3D
Creating and loading models using SketchUp
Creating and loading models using Blender
Keeping control over your materials
Summary
Chapter 9: Z-Sorting
What is z-sorting
Layering your renders
Quadtree rendering
Summary
Chapter 10: Particles
What particles are and why to use them
Creating particles
A template class for all the examples
ParticleMaterial
BitmapParticleMaterial
MovieAssetParticleMaterial
Creating particle fields with the ParticleField class
Particles don't have to be tiny—a billboard example
The Flint particle system
Summary
Chapter 11: Filters and Effects
What are filters and effects?
Using Flash filters to create effects
Setting the transparency and blend mode of a viewport layer
Applying filters on viewport level
Built-in Papervision3D effects
Adding a Flash filter as an effect with BitmapLayerEffect
Adding fog with FogFilter
Adding reflection with ReflectionView
Example—creating depth of field
Summary
Chapter 12: 3D Vector Drawing and Text
VectorVision: 3D vector text and drawing
Creating a template class for the 3D text examples
How to create and add 3D text
Font creation
Adding interactivity to 3D vector text and shapes
Drawing vector shapes—lines, circles, and rectangles
Drawing lines with Lines3D
Summary
Chapter 13: Optimizing Performance
Measuring performance
Basic optimization strategies
Optimizing materials
Optimizing objects
Optimizing shading
Optimizing rendering
Summary

What You Will Learn

  • Download, install, and configure your tools for creating Papervision3D applications
  • Employ the document class in Flash, Flash Builder and Flex Builder and use 3D objects as the building blocks for a basic application
  • Learn what materials are and the differences between the available material types, from simple images to movie clips and streaming video
  • Create outstanding effects by implementing different camera types and tricks
  • Discover the workflow of exporting models from Autodesk 3ds Max, SketchUp, and Blender into Papervision3D
  • Optimize the performance and quality of your applications to get the best possible performance
  • Enhance your applications by creating interactive 3D text, 3D vector shapes, and particles
  • Get a deep understanding of important 3D concepts

In Detail

Papervision3D is a powerful real-time 3D engine for Flash. Papervision3D can take externally created 3D models and render them as Flash content, without requiring end-users to download or install an additional plug-in. It has an outstanding reputation within the Flash community and its ease of use has even impressed experienced 3D game developers. However, getting started with Papervision3D can be daunting and mastering it can be challenging. This book guides you through the easiest way to tackle challenges that you may normally face with Papervision3D and master them effectively.

The book will show you how to build Papervision3D applications from scratch in the easiest way, providing plenty of examples that make sense even if you're not a Flash expert. Papervision3D Essentials serves as a comprehensive guide to getting you started, as well as being an invaluable reference for every Papervision3D user and developer. By the end of this book you will be able to create your own projects with real-time 3D rendering.

Since the first release of Papervision3D in 2007, the authors have been involved in various commercial projects with Papervision3D, building up a deep understanding of the engine. In Papervision3D Essentials, the authors share their knowledge to help you create stunning 3D content in Flash and teach you how to work with one of the most exciting open-source Flash projects around. Papervision3D Essentials shows you how to download Papervsion3D and make it work in Flash, Flash Builder and Flex Builder. It provides a short introduction to Object Oriented Programming and classes for those who are new to non-timeline programming. Then, it takes a closer look at the engine, discussing a broad range of topics from how to work with built-in 3D objects to using and animating cameras, 3D objects, and light. Applying materials and textures, using filters and effects, particles and performance optimizations are also covered. Ultimately, this book will provide you with the information you need to build your first Papervision3D application. Covering the basics, but by no means limited to beginners, Papervision3D Essentials provides a thorough explanation of the engine and numerous tips and tricks, making it a valuable resource for every Papervision3D user.

Authors

Table of Contents

Chapter 1: Setting Up
Downloading Papervision3D
Downloading the non-compiled source using SVN
Downloading the non-compiled source in the ZIP file
Downloading the compiled source
Configuring your authoring tool for Papervision3D
Where to find the Papervision3D documentation
Summary
Chapter 2: Building Your First Application
Introduction to classes and object-oriented programming
Working with the Document Class/Main Application File
Basics of a 3D scene in Papervision3D
Creating a basic class for Papervision3D
Smart programmers use less code
Preparing for the book examples
Summary
Chapter 3: Primitives
The basic elements of 3D objects
The rendering pipeline
Creating and adding primitives
Nesting
Accessing vertices
Summary
Chapter 4: Materials
Introduction to materials
Basic materials
Three ways of using bitmaps as a material
Two ways of using a movie clip as material
VideoStreamMaterial
Combining materials
Interactivity
Tips and tricks
Example—creating a carousel
Summary
Chapter 5: Cameras
Cameras inherit from DisplayObject3D
Basic camera settings
Camera types
Setting a target with the lookAt() method
Culling
Clipping
Summary
Chapter 6: Moving Things Around
What can we move around?
How can we move things around?
Rotating objects
Mouse interaction
Animating with Tweener
Example—the galaxy extended
Summary
Chapter 7: Shading
Introduction to shading
Flat shading
Gouraud shading
Cell shading
Phong shading
Bumping your materials
Reflection mapping
Example—shading the Earth in our galaxy
Summary
Chapter 8: External Models
Modeling for Papervision3D
Creating a template class to load models
Creating models in Autodesk 3ds Max and loading them into Papervision3D
Creating and loading models using SketchUp
Creating and loading models using Blender
Keeping control over your materials
Summary
Chapter 9: Z-Sorting
What is z-sorting
Layering your renders
Quadtree rendering
Summary
Chapter 10: Particles
What particles are and why to use them
Creating particles
A template class for all the examples
ParticleMaterial
BitmapParticleMaterial
MovieAssetParticleMaterial
Creating particle fields with the ParticleField class
Particles don't have to be tiny—a billboard example
The Flint particle system
Summary
Chapter 11: Filters and Effects
What are filters and effects?
Using Flash filters to create effects
Setting the transparency and blend mode of a viewport layer
Applying filters on viewport level
Built-in Papervision3D effects
Adding a Flash filter as an effect with BitmapLayerEffect
Adding fog with FogFilter
Adding reflection with ReflectionView
Example—creating depth of field
Summary
Chapter 12: 3D Vector Drawing and Text
VectorVision: 3D vector text and drawing
Creating a template class for the 3D text examples
How to create and add 3D text
Font creation
Adding interactivity to 3D vector text and shapes
Drawing vector shapes—lines, circles, and rectangles
Drawing lines with Lines3D
Summary
Chapter 13: Optimizing Performance
Measuring performance
Basic optimization strategies
Optimizing materials
Optimizing objects
Optimizing shading
Optimizing rendering
Summary

Book Details

ISBN 139781847195722
Paperback428 pages
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