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Macromedia Director Support Center - Basics of Director 3D
Cameras

3D packages are built around the metaphor of a film studio: the user looks through a camera into a space populated with objects and lit by lights. Always set up lights and cameras in the 3D scene at your earliest opportunity, and export your scene to Shockwave 3D as viewed through a camera. If you have multiple cameras, the export is previewed through the active one.

There are two types of cameras: "target" and "free." A target camera looks at an invisible object (a "target") whereas a free camera sees what it's pointed at, which can change as objects move in the scene. Although cameras mimic their real-world counterparts, they are not quite the same. A wide-angle setting produces no "fish-eye" distortion, and a telephoto setting does not distort the depth of field of the camera. The best choice is to arrange your scene to take advantage of a free camera with a medium focal length setting (that is, 45mm to 55mm). To animate a camera, make it the child of a model outside the camera's view, and animate the parent model; the camera will follow. If you need to animate the yaw, pitch, or roll of the camera independently of the parent geometry, you'll need to group the elements hierarchically (see Using animation hierarchies).

Make sure you export either the camera or perspective views of the scene; the orthographic views (top, front, left, user, and so on) will not export correctly. This is one of the most common errors in preparing 3D graphics for Shockwave 3D. Avoid it by placing a camera in the scene at your earliest opportunity.

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