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Virtools Dev Tutorial


 









Virtools Dev Tutorial

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Index Virtools Dev Tutorial


PART 1 - INTRODUCING VIRTOOLS DEV 11
1 What is Virtools Dev?
An Authoring Application
A Behavioral Engine (CK2)
A Render Engine
A Web Player
A Software Development Kit
2 About this User Guide
Introducing Virtools Dev
Looking at Virtools Dev
3D Space in Virtools Dev
Understanding Virtools Dev
Authoring in Virtools Dev
Appendix
3 Installing Virtools Dev
Hardware
Software
Installing Virtools Dev
4 Getting More Information
Virtools Dev Authoring Application
Screentips
Online Reference
SDK Documentation
Virtools MiniSite
Internet Based Resources
5 Document Conventions
Organization
Emphasis
Lists
Figures
Acronyms
Building Blocks (BBs)
Parameter Operations (paramOps)
Parameter Names (pNames)
Parameter Types (pTypes)
Parameter Values (pValues)
File, Resource and Object Names
Graphical User Interface (GUI) Elements
Attributes
PART 2 - LOOKING AT VIRTOOLS DEV
6 Virtools Dev at Start-Up
7 Menu Bar
8 3D Layout
Top Toolbar
Left Toolbar
Selection Tools
Transformation Tools
Reference and Screen Guides
Creation Tools
Camera Navigation Tools
9 Building Blocks and Data Resources45
10 Level Manager
Top Toolbar
Left Toolbar
11 Schematic
Top Toolbar
12 Status Bar
PART 3 - 3D SPACE IN VIRTOOLS DEV
13 Virtools Dev and 3D Graphics
14 Coordinate Systems
The 2D Coordinate System
The 3D Coordinate System
Units of Measurement
3D Coordinates
Vectors
Local Coordinate System, Relative Coordinate System
World Coordinate System, Absolute Coordinate System
Referential Axes, Referential
Orientation
Orientation and the Referential
15 Transformations
16 Matrix Operations
17 Worlds and Levels, Places and Scenes
18 Cameras and Rendering
Depth of Field, Z buffering
19 The Render Engine
The Render Engine CK2_3D
Virtools Dev Rasterizers
PART 4 - UNDERSTANDING VIRTOOLS DEV
20 Elements, Classes, and Object Oriented Design
Object Oriented Design
Inheritance
Specialization
Aggregation
Run-time Aggregation, The Scene Hierarchy
Sharing Elements
Association
21 The Elements of a Composition (CMO)
The Behavioral Object (BeObject)
The Level
Scenes
Places and Portals
Abstract Elements
Groups
Arrays
22 The Virtools Dev Process Loop
Processing Behaviors
Rendering
23 The Behavioral Engine
Behavior Loops
Priority
24 Behaviors and Scripts
Behavior Building Block (BB)
Interpreting a BB Symbol
Behavior Input, bIn
Behavior Output, bOut
Behavior Link, bLink
Parameter Input and Parameter Output
Target Parameter
C, S, and V
Messages
BB Processing
Behavior Graph (BG)
25 Parameters
Parameter Types
Parameter Input, pIn
Parameter Output, pOut
Parameter Link, pLink
Local Parameter
This
Parameter Shortcuts
26 Parameter Operations (paramOps)
Parameter Notation
paramOps and Behaviors
Advanced paramOps
Order of pIns
Calculating a Value at a Specific Moment
pTypes Angle, Float, and Percentage
27 Attributes
Attribute Shortcuts
PART 5 - AUTHORING IN VIRTOOLS DEV
28 Quick Start
Overview
Organize Resources
Plan the Content
Import Media
Importing the Scenery
Exploring the Scene in Author Mode
Adding a Character and Animations
Arrange the Scene
Adding a Camera
Activating the Camera at the Start of the Scene
Targeting the Camera
Add Interactivity
Controlling the Character
Adding Keyboard Support
Test
Switching to Play Mode
Returning to Author Mode
Refine
Making the Character Stay on the Floor
Adding Simple Collision Management
Declaring Objects as Obstacles
Test Again
Switching to Play Mode
Returning to Author Mode
Refine Again
Dynamically Switching Cameras
Test Again
Switching to Play Mode
Returning to Author Mode
One Last Refinement
Export Content
Saving Your Hard Work
Sharing Your Content With Others
If You Encountered Any Difficulties
Congratulations
29 Particles
Introduction
Emitters
Particles
Deflectors
Interactors
Configuring a Particle System
StartCmos and FinishedCmos
Exercise 1 - Particle System Basics
Start
Placing an Emitter
First Few Particles
Changing a Basic Parameter: Adding Color
Texturing Particles
Configuring Speed, Lifespan, and Size
Variance and Other Parameters
Conclusion
Exercise 2 - Moving an Emitter and Adding Interactors
Creating a Moving Emitter
Adjusting Gravity
Adding Wind
Multiple Attributes on a Single 3D Frame
Magnet and Other Attributes
Conclusion
Exercise 3 - Deflectors
Start
Creating a Deflector
Placing and Resizing a Deflector
Placing a Deflector on an Object
Editing Particle System Attributes
Conclusion
Exercise 4 - Using Animated Textures with Particles
Exercise 5 - Creating 3D Particles
Conclusion
Multiple Particle Systems
Frame Rates with Particle Systems
PART 6 - APPENDIX
30 Glossary
How to Use the Glossary
Definitions and CKClasses
Terms and Definitions
31 Controlling the Orientation of an Element
32 Example Transformations
Translation
Rotation
About Local X Axis
About Local Y Axis
About Local Z Axis
Scale







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