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VIRTOOLS DEV TUTORIAL - TUTORIAL GUIDE HELP FREE
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CONTENTS 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 Virtools Dev Tutorial Good tutorials pdf Software user guide Manuals free Help me Bible 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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