Flash MX 3D Graphics Bible / Edition 1

Flash MX 3D Graphics Bible / Edition 1

by Matthew David
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Flash MX 3D Graphics Bible / Edition 1

* 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

Product Details

ISBN-13: 9780764537110
Publisher: Wiley
Publication date: 05/09/2003
Series: Bible Series , #51
Edition description: BK&CD-ROM
Pages: 762
Product dimensions: 7.42(w) x 9.16(h) x 1.74(d)

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.


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