Amorphium Pro - Con't - Page 17
September 7, 2001
Amorphium Pro has a good set of standard features for viewing,
selection, and animation. Figure 20-24 shows a context menu for a
mesh sphere, which has a large number of options arranged in a
sensible hierarchy. This is another feature reminiscent of much
more expensive 3D packages.
Amorphium does a good job at rendering in any medium. Figure 20-
25 took a matter of seconds to render at full size and full
color. It is worth mentioning that this is the very first model I
made, while still disoriented and skeptical. It still only took
about 5 to 10 minutes to make, and came out with satisfactory
results.
Figure 20.24 Amorphium Pro's well-designed context menu
The cool thing about rendering SWF is that Amorphium Pro will
composite all shadows and render them on any surface, just like a
regular raytracing renderer for bitmap output. This gives an
added depth to SWF stills and animations that you might prefer to
plain gradients or flat colors. Amorphium Pro has more parameters
for rendering SWF than any other application I've seen so far.
While a professional 3D artist is not going to throw away his
polygon modeling tools for Amorphium Pro, the application
definitely lives up to the promise of providing an intuitive,
easy-to-use modeling paradigm for 2D artists. There is no reason
you couldn't start creating interesting, organically shaped 3D
right out of the box.
Another way to look at Amorphium Pro is that the interactive
tools are a great addition to your 3D toolbox. I can imagine a
lot of applications for using Amorphium Pro as a last stop to
touch up, paint, and texture a model. In addition, it is a great
tool for assembling, painting, animating, and rendering models
that you build in another application like Nendo and Strata. If
you want to produce high-quality SWF 3D in an environment with
lots of features, and you can afford to spend a little bit of
money on a 3D tool, Amorphium Pro is definitely worth a look.
Figure 20.25 Final render of a rough-and
dirty space man
What to Take Away from This Chapter
A survey of the current state of Flash 3D is worth its own
section of a book, so I won't pretend to cover it comprehensively
in the closing notes of this chapter. I do want to point out,
however, that we are still at the very dawn of time concerning
Web 3D. In addition, Flash is not the only medium to convey 3D on
the Web.
The aspiring Flash 3D artist could easily be discouraged by the
astronomical gap in function and price between established SWF-
native tools like Swift 3D and the next-best workflow. At
present, the next-best workflow seems to be industrial-strength
tools that support SWF output plug-ins, like 3D Studio Max. If
you haven't priced this class of tools, think "six months'
mortgage."
The good news is that the gap is filling in slowly, and a smooth
gradient of price ranges and functionality for the Flash
developer is on the distant horizon. You can now export SWF
directly from Poser using the Poser Pro Pack, which is far from
low cost, but it does represent grown-up 3D functionality closer
to the price range I like. Between the first draft and the first
revision of this chapter, I got my first look at Amorphium Pro,
which is, to my knowledge, the first real 3D modeling and
animation package with native support for SWF output.
As a parting shot on 3D, I have assembled a list of big issues in
Flash 3D to think about as you decide whether to plunge headfirst
into this world.
- This chapter doesn't scratch the surface of the huge
collection of topics in 3D; it merely points to a few places
where you might like to start scratching.
- While 2D animation in Flash has its roots in traditional ink-
and-cell animation, 3D is more closely linked to film. The sets
of ideas that govern the two are more different than they are
alike.
- You have probably heard Flash developers talk about how
important it is to start with a storyboard for an animation, and
this is, in fact, necessary to create coherent animations. This
is exponentially more important in 3D. Starting a 3D animation
within the 3D software package is roughly equivalent to starting
production of a motion picture by rounding up 150 movie union
employees on a multimillion dollar soundstage and saying, "I
dunno… what do you feel like making a movie about? Who should we
call to star?"
- The development of 3D for Flash is in a peculiar place right
now. There definitely is no standard workflow or standard
toolset. There is not even unanimous agreement that 3D content in
Flash should be vectors and not raster movies. There will be more
development before the dust settles.
- A lot of Flashers waste a lot of energy talking about
expensive 3D packages. Expensive tools don't offer any advantage
to 3D artists who aren't so well versed in the basics of
modeling, animation, texturing, and so on, that they acutely feel
the limitations of low-and no-cost tools like Strata, Nendo, and
Blender.
- Finally, 3D tools are a means to an end. Good 3D animation
(the film Toy Story, for example) begins with clear reasoning for
why 3D is an advantageous medium for the story or user task. All
3D doesn't need to be superslick character animation with a
brilliant story, but all 3D does have to present an advantage in
order to be useful.
Amorphium Pro - A Different Approach - Page 16
Macromedia Flash 5 Developer's Guide
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