Quest3D 3.0 Tutorial Manual_中文化

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tutorial manual

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Copyright 2005 by Act-3D B.V. All Rights Reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without the written permission from Act-3D B.V. This manual is designed to provide information about Quest3D. Every effort has been made to make this book as complete and as accurate as possible, but no warranty or fitness is implied. The information is provided on an as is basis. Act-3D B.V. shall have neither liability nor responsibility to any person or entity with respect to any loss or damage arising from the information in this manual. All brand names and product names in this book are trademarks or service marks of their respective owners. Macromedia ,Director and Flash are trademarks or registered trademarks of Macromedia, Inc. Photoshop is a trademark or registered trademark of Adobe, Inc. Microsoft, DirectX, Windows, Internet Explorer, Excel, PowerPoint, and Visual Basic are trademarks or registered trademarks of Microsoft corporation. 3D Studio MAX, BiPed and Physique are trademarks or registered trademarks of Discreet inc. Maya,is a trademark or registered trademark of Alias|Wavefront. Lightwave 3D is a trademark or registered trademark of Newtek inc. Quest3D and the Quest3D logo are trademarks or registered trademarks of Act-3D B.V. Act-3D and the Act-3D logo are trademarks or registered trademarks of Act-3D B.V. Published byAct-3D B.V. Cover images by Remko Jacobs. Text and images by Derk de Geus, Remko Jacobs, Ferry Marcellis, Dylan Nagel, Edward Niewold and Jeroen Visser. Special thanks to Ben Borrie, Loic de Montaignac, Dave Polcino, Morten Schnau Fog, Pjotr van Schothorst and Erwin Wolf. Cover notes: * Enterprise Edition ** VR Edition Character and car models are copyright of VSTEP. Assorted images in this manual are also copyright of VSTEP.

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ContentsPart I: Getting started 5 1.1 Introduction.....................................................................................................7 1.2 How to use this manual .................................................................................8 1.3 Quest3D installation .....................................................................................10 1.4 Demonstation scenes ....................................................................................13 1.5 Quest3D User Interface ................................................................................14 1.6 Channels.........................................................................................................31 1.7 Program flow.................................................................................................49 1.8 Templates.......................................................................................................54 1.9 3D scenes........................................................................................................56 1.10 Publication .....................................................................................................61 1.11 Summary........................................................................................................68 Part II: The virtual studio 69 2.1 3D Objects ......................................................................................................70 2.2 Animation ......................................................................................................78 2.3 Object import.................................................................................................87 2.4 Surface properties .........................................................................................91 2.5 Lighting and shadows................................................................................106 2.6 Cameras........................................................................................................114 2.7 Graphic user interface ................................................................................120 2.8 Sound and music.........................................................................................125 2.9 Landscapes...................................................................................................130 2.10 Particle systems ...........................................................................................138 2.11 Character animation ...................................................................................143 Part III: Programming 153 3.1 Logic .............................................................................................................154 3.2 Math..............................................................................................................164 3.3 For Loop .......................................................................................................175 3.4 Arrays ...........................................................................................................185 3.5 Multiple channel groups ............................................................................196 3.6 Mathematical operators .............................................................................205 3.7 Pathfinding ..................................................................................................217 3.8 Finite state machine ....................................................................................224

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Part IV: Expert level 233 4.1 Project management ...................................................................................234 4.2 Physics simulation ......................................................................................238 4.3 Database connectivity.................................................................................250 4.4 Networking..................................................................................................260 4.5 Lua scripting................................................................................................267 Appendices 281 A1 Importing from Max and Maya ................................................................282 A2 User interface actions list ...........................................................................286 A3 Keyboard shortcuts.....................................................................................288

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Part I: Getting startedWhat follows is a brief overview of the chapters in this part of the manual.

Chapter 1.1: IntroductionThis chapter is a word of welcome to Quest3D.

Chapter 1.2: How to use this manualThis book is organised in a specific way. Its structure and format is explained here.

Chapter 1.3: Quest3D installationThe Quest3D program must be installed on a computer before it can be used. This chapter offers the details.

Chapter 1.4: Example scenesThe example scenes that come with the software package demonstrate a number of Quest3D features.

Chapter 1.5: The Quest3D user interfaceThis chapter is a guide to using the application. In addition, it introduces channels, the building blocks of Quest3D programs.

Chapter 1.6: ChannelsChannels are at the heart of any Quest3D project. General properties are covered here.

Chapter 1.7: Program flowQuest3D projects are executed in a specific way, and updated in real-time. This chapter explains more.

Chapter 1.8: TemplatesTemplates are predefined channels or groups of channels. A quick list of the functionality in Quest3D is given here.

Chapter 1.9: 3D scenesVirtual scenes consist of a number of elements, such as 3D objects, a camera and lights.

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Chapter 1.10: PublicationProjects made in the editor can be saved as stand-alone programs.

Chapter 1.11: SummaryThis chapter reviews some of the topics covered in this first part of the manual.

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1.1 IntroductionIn recent years, 3D computer graphics have taken the world by storm. Hollywood movies show off fully animated monsters and entire alien planets. Video games offer fantastic characters to play and vast interactive worlds to explore. Commercial and scientific presentations are often made in 3D. Even entire training programs can take place in a virtual reality. Though 3D computer graphics have reached a mainstream status, actually creating them still requires much effort. Only with proper, dedicated tools is it possible to produce convincing results in a timely manner. Quest3D is the perfect software package for creating interactive 3D scenes. Examples include product presentations, architectural visualisations, virtual trainings and computer games. Quest3D features a unique style of programming. Instead of having to write thousands of lines of complex code, developers make use of a large set of powerful building blocks. Both flexible and easy to use, Quest3D appeals to designers , programmers and artists alike. Working with Quest3D means developing in real-time: you are working directly on the end result. No time will be lost on compiling code or rendering images. Quest3D has a stunning set of graphics features. Large numbers of animated people, convincing vegetation, shadows, fire and smoke effects and realistic water can all be easily added to a scene. Advanced features include physics simulation, pathfinding routines,