Flash MX 3D Graphics Bible / Edition 1 available in Paperback
* Macromedia Flash MX is the world's hottest Web development tool, with more than 500 million users and one million designer/developers
• Covers essential information for Flash developers who are developing games, marketing materials, training materials, and more
• Shows how to create 3D Flash applications using Flash's built-in tools, plug-ins, Swift 3D, Plazma 3D, Discrete 3D, and other leading products that export to the Flash format
• CD-ROM includes scores of examples from the book, plus tryouts of Flash and leading Flash 3D applications
About the Author
Matthew David is an Internet evangelist, with experience architecting intranet and extranet solutions for many Fortune 500 companies. He is also the author of Great Flash MX Games (published by Wiley), Flash MX Communication Server Bible (published by Wiley), and Flash MX Magic (published by New Riders). In addition, he has contributed to many books (including Flash 5 Magic, Inside Dreamweaver 4, Web Publishing Bible, Flash FX: Visual Design, and VizAct 2000: An Introduction) and regularly contributes articles to magazines. For his latest work, you can go to his Web site at www.matthewdavid.ws.
Table of Contents
Flash MX 3D Graphics QuickStart.
Part I: An Introduction to Flash 3D.
Chapter 1: Flash MX: 3D Basics.
Chapter 2: Drawing, Libraries, and Timelines.
Chapter 3: Faking 3D with Design.
Chapter 4: Using ActionScript to Create 3D.
Part II: Creating Flash 3D with Electric Rain’s Swift 3D 3.0.
Chapter 5: Swift 3D: Designed for Flash.
Chapter 6: Primitives and 3D Importers.
Chapter 7: The Extrusion Editor.
Chapter 8: The Lathe Editor.
Chapter 9: Controlling Light.
Chapter 10: Colors and Bitmaps.
Chapter 11: Cameras.
Chapter 12: Animating with the Swift 3D Time Line.
Chapter 13: RAVIX 3 Exporter.
Chatper 14: EMO Raster Exporter.
Part III: Using discreet’s plasma to Create Flash 3D.
Chapter 15: Plasma: Designed for Flash 3D.
Chapter 16: Using Basic Primitives in plasma.
Chapter 17: Extended Primitives.
Chapter 18: The Text Editor.
Chapter 19: Modifiers.
Chapter 20: Applying Light to Models.
Chapter 21: The Material Editor.
Chapter 22: Using Cameras.
Chapter 23: Timeline Control.
Chapter 24: Animation.
Chapter 25: Using Built-In Effects.
Chapter 26: Using Havok Plug-Ins.
Chapter 27: Getting More Power with MAXScript.
Chapter 28: Rendering as Flash.
Chapter 29: Exporting as Director.
Part IV: Additional Third-Party 3D Tools.
Chapter 30: Director MX.
Chapter 31: Dreamweaver MX.
Part V: Importing 3D Content into Flash.
Chapter 32: Importing to Macromedia Flash MX.
Chapter 33: Optimizing 3D for the Internet.
Chapter 34: Mixing 3D with 2D.
Part VI: Building 3D Solutions.
Chapter 35: 3D Presentations.
Chapter 36: 3D Games.
Chapter 37: 3D Marketing.
Chapter 38: 3D Distance Learning.
Chapter 39: Integrating 3D with Flash MX Communication Server.
Appendix A: What’s on the CD-ROM.
Appendix B: Creating Flash 3D for the Mac.