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Web Development Software: Adobe Flash, Microsoft Silverlight, Coldfusion, Adobe Atmosphere, Emml, Google Web Toolkit, Softwell Maker, Fusebox [Book]By Books, LLC, General Books LLC - General Books LLC (2010) - Paperback - 248 pages - ISBN 1156658497
Chapters: Adobe Flash. Source: Wikipedia. Pages: 247. Not illustrated. Free updates online. Purchase includes a free trial membership in the publisher's book club where you can select from more than a million books without charge. Excerpt: Adobe Flash (formerly Macromedia Flash) is a multimedia platform used to add animation, video, and interactivity to Web pages. Flash is frequently used for advertisements and games. More recently, it has been positioned as a tool for the so-called "Ri... Read more [ Report abuse or wrong photo | Share your Adobe Atmosphere photo ]
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Online Help
version
Adobe Atmosphere 1.0
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2001 Adobe Systems Incorporated. All rights reserved. Adobe Atmosphere Builder This manual, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. The content of this manual is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Adobe Systems Incorporated. Adobe Systems Incorporated assumes no responsibility or liability for any errors or inaccuracies that may appear in this book. Except as permitted by such license, no part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, recording, or otherwise, without the prior written permission of Adobe Systems Incorporated. Please remember that existing artwork or images that you may want to include in your project may be protected under copyright law. The unauthorized incorporation of such material into your new work could be a violation of the rights of the copyright owner. Please be sure to obtain any permission required from the copyright owner. Any references to company names in sample templates are for demonstration purposes only and are not intended to refer to any actual organization. Adobe and the Adobe logo are trademarks of Adobe Systems Incorporated. Microsoft and Windows are registered trademarks of Microsoft Corporation in the U.S and/or other countries. All other trademarks are the property of their respective owners. Notice to U.S. government end users. The software and documentation are commercial items, as that term is dened at 48 C.F.R. 2.101, consisting of commercial computer software and commercial computer software documentation, as such terms are used in 48 C.F.R. 12.212 or 48 C.F.R. 227.7202, as applicable. Consistent with 48 C.F.R. 12.212 or 48 C.F.R. 227.7202-1 through 227.7202-4, as applicable, the commercial computer software and commercial computer software documentation are being licensed to U.S. government end users (A) only as commercial items and (B) with only those rights as are granted to all other end users pursuant to the terms and conditions set forth in the Adobe standard commercial agreement for this software. Unpublished rights reserved under the copyright laws of the United States.
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Contents
Atmosphere Builder Basics
About Atmosphere Builder Creating and opening worlds Working with views Navigating in wireframe views Navigating in Browser view Using the Actor object Using palettes.. 1.. 1. 3. 2.. 5
.. 6. 8
.. 7. 9. 11. 13. 15. 16
Saving and publishing worlds Closing and quitting
Building Worlds
About building worlds
Adding objects to a world
Specifying where to add objects Using the Object Inspector palette Creating oors Creating walls Creating boxes Creating stairs
. 17. 18. 19. 21. 21. 23. 25. 27
Creating slabs and trislabs Creating cones and columns Combining objects
Exporting and publishing objects
Working with Objects
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Although you can create an innite variety of objects using constructive solid geometry, there are some objects that you cannot create in Atmosphere Builder. Organic shapes, such as the human form, and spheres may only be approximated using the available primitives. This is where 3D objects saved in the Viewpoint le format come into play. Importing Viewpoint objects provides a way to add additional detail to a world. For example, you can create a model of a sh in another 3D modeling application and import it into Atmosphere Builder as a Viewpoint object.
F G C H
A. Box object B. Floor object C. Cone object D. Wall object E. Stairs object F. Column object G. Slab object H. Viewpoint object
Laying out objects
When building a world, the space between objects is as important as the objects themselves. For example, if you build a room using two oor objects and four wall objects, the amount of the space inside the room is dened by the relationship between objects. You can create a tall, narrow space by creating a narrow oor and tall walls, or you can create an expansive space by creating a wide oor and short walls.
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ADOBE ATMOSPHERE 13
As you add objects to a world, the relationship between objects becomes more complex. For example, if you want to increase the length of a room, all of the rooms components (the oor, walls, and ceiling) must change. Connectors let you link objects to each other and maintain their spatial relationships. Think of connectors as the bolts of your world. When objects are linked, you can move one connector to adjust an entire structure. Atmosphere manages the connections between objects in a world using constraints. Constraints determine how an object can be moved. For example, when you move a wall object that is connected to a oor object, Atmosphere Builder constrains the movement so that the wall remains vertical, the oor remains horizontal, and the wall and oor remain connected. This system of constraints adds stability to your world.
You can add objects to a world using the object tools that appear in the Variable Tools palette.
Creating new objects
The Variable Tools palette contains specialized tools for creating boxes, walls, oors, cones, columns, and stairs, as well as portals and entry points that let users travel between worlds.
To create a new object:
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ADOBE ATMOSPHERE 23
Creating stairs
Stairs are an object that contain one or more steps. The shape and size of a stairs object is determined by the location of its two top and two bottom connectors. Atmosphere Builder uses the distance, slope, and width between the top and bottom connectors to automatically determine the number, size, and shape of the steps. After you add a stairs object, you can drag one or more of its connectors to reshape it. For example, you can create a spiral staircase by dragging one of the top or bottom connectors to form a twist in the stairs object. When you change the vertical or horizontal dimensions of a stairs object, Atmosphere Builder automatically adjusts the number and size of the steps. For example, if you reduce the vertical height, Atmosphere Builder automatically reduces the number of steps and increases the size of each step.
A. Adjusting the vertical height of a stairs object in Side view. B. Adjusting the horizontal span of a stairs object in Side view. C. Adjusting the width of the steps in Top view. To add stairs:
1 Select the stairs tool (
2 If desired, set one or more options in the Object Inspector palette: Object Name to enter a name for the object that will appear in the Object Inspector palette and the Objects palette. JavaScript URL to attach a script to the object. (See Attaching a script to a world on page 61.) Visible in Wireframe Views to show the object after you create it. (See Showing and hiding objects on page 38.)
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Hide in Browser View to create a hidden object, such as a hidden luminous object. (See Creating hidden luminous objects on page 54.) Locked to lock the object. (See Locking objects on page 37.) Subtractive to use the object to cut through another object. (See Creating openings in objects on page 26.) 3 Click in the document window. If youre working in Top view, click where you want to locate the center of the stairs object. If youre working in Side view, click where you want to locate the third step from the bottom of the stairs object. If youre working in Isometric view, click where you want to locate the third step from the bottom of the stairs object. Hold down the mouse button and drag to reposition the object.
To change the vertical height or horizontal span of stairs:
1 Select Top view. 2 In the Tool Inspector palette, choose Connectors for the Select option. 3 Select the select tool ( ), and click away from the stairs object if its currently selected. 4 Press Shift and select the two connectors at the end of the stairs object you want to change. 5 Select Side view. Although you can change the size in any view, the vertical height and horizontal span are easier to see if you work in Side view with the connectors already selected from Top view. 6 Do one of the following: To change the vertical height, Shift-drag the selected connectors up or down. To change the horizontal span, Shift-drag the selected connectors to the right or left.
To change the width of stairs:
1 Select Top view. 2 In the Tool Inspector palette, choose Connectors for the Select option. 3 Select the select tool ( ). 4 Do one of the following: To make each step the same width, Shift-drag the two connectors at the side of the
stairs object.
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ADOBE ATMOSPHERE 25
To make the top and bottom steps a different width, drag each of the connectors at the top or bottom step. Atmosphere Builder automatically adjusts the width of each step between the top and bottom step.
To change the shape of a stairs object:
1 Select Top view or Isometric view. Although you can change the shape of a stairs object in any view, a twisted shape is easier to see if you work in Top view or Isometric view. 2 Select the select tool ( ). 3 Select one connector at the end of the stairs object you want to twist. 4 Drag the selected connector in the direction you want to move it.
Combining objects
With the constructive solid geometry features in Atmosphere Builder, you can combine two or more objects to create a new object. There are three modes for combining objects:
Union Creates a composite object. This is the default mode for combining objects. Intersection Creates an object from the junction of two or more objects. Subtraction Creates openings in objects.
Creating an object from a union
By selecting the Connect Objects option in the Tool Inspector palette, overlapping objects can be combined to create a composite object. For example, you can combine a column, cone, and oor object to create an airplane. The resulting object has a smooth surface, as if a skin has been stretched over it.
Creating an object from an intersection
You can create a new object based on the intersecting area of two or more objects in a group. You start by creating a composite object and grouping it together. Then, you select the Junction option for the group. For example, you can create an elliptical-shaped object by intersecting two columns.
To export an object:
1 Select the object or group of objects you want to export. 2 Choose File > Export Objects. 3 Enter a name, and click Save.
To publish an object:
1 Select the object or group of objects you want to publish. 2 Choose File > Publish Objects. 3 Locate and open the folder where you want to publish the object and textures. 4 Enter a name, and click Save.
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About working with objects
Once you get the hang of working with objects, building a world is easy. Even in a complex world, you can use different techniques to simplify the workow. For example, you can use the Objects palette to view all the objects in a world (see Using the Objects palette on page 29). You can connect objects to each other to make resizing a structure easier (see Aligning and connecting objects on page 34). You can lock objects, hide objects, create hierarchies, and apply transformations. Some people prefer to build a world methodically, others dynamically. Atmosphere Builder facilitates many work styles, so experiment and nd the techniques that work best for you.
Using the Objects palette
Working in a world becomes more complex as you add objects to it. Objects may overlap each other, making them difcult to select. In addition, identifying objects becomes a challenge. For example, if you have ten box objects in a world, how do you tell which one is a table and which one is a chair? This is where the Objects palette comes into play. The Objects palette lists all of the objects in a world and provides an easy way to select and name objects. For example, you might create a group called Dining Room that contains all of the objects you want to add to a dining room, such as a table, chairs, paintings, and so on. The relationship between objects and groups is called a hierarchy. A hierarchy adds structure to the objects in a world and makes arranging and manipulating objects much easier. For more information on creating groups, see Grouping objects on page 36.
To display the Objects palette:
Choose Window > Objects.
To expand or collapse a group in the Objects palette:
Click the plus icon ( ) to the left of the group name.
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Using the Tool Inspector palette
The Tool Inspector is a context-sensitive palette that displays options for the currently selected tool in the Tools palette. Some tools do not have options, in which case the Tool Inspector palette is empty.
To display the Tool Inspector palette:
Choose Window > Tool Inspector.
Selecting objects
Before you can work with an object, you must select it. Selecting allows you to make changes to an object without affecting the other objects in the world. When an object is selected, you can move it, rotate, it, edit its properties, and so on. There are two methods for selecting objects and groups of objects. You can use the select tools to select objects directly in the document window by clicking or dragging. Or you can use the Objects palette to select an object or group based on its name and position in the world hierarchy.
Connecting and disconnecting objects
You can connect two objects by moving a connector on one object to a connector on the other object, or by moving one object close to the other object until their connectors are aligned.
To connect two objects:
1 Select a wireframe view: Top, Side, or Isometric. 2 Select the select tool ( ) or the group select tool ( ). In the Tool Inspector palette, make
sure that the Connect Objects option is selected. This option controls Atmosphere Builders ability to connect objects to each other. The Closeness setting determines the snapping properties of the connectors.
3 Do one of the following: Drag a connector on one object to a connector on the object that you want to connect to. Drag the remaining connectors as necessary to fully connect the two objects. Drag one object to another object until their connectors are aligned when viewed from all angles.
As you drag the object, each connector displays a faint yellow halo. The yellow halo indicates the area where a connector will snap to another connector. The size of the yellow halo can be adjusted in the Tool Inspector palette by entering a radius value in the Closeness text box. SeeAdjusting the minimum distance required to connect objects on page 35. If you align two connectors but cant get them to snap together, the connectors may not be at the same depth in your world. Switch to a different view to make sure that the connectors line up in all three dimensions.
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ADOBE ATMOSPHERE 35
To disconnect objects:
1 Select the object you want to disconnect in a wireframe view. 2 Select either the select tool ( ) or the group select tool ( ). 3 In the Tool Inspector palette, deselect Connect Objects. When this option is deselected, you can disconnect objects that were previously connected. 4 Drag one of the objects away from the other object.
Working with the grid
You can use an invisible background grid to help you position and align objects in a world.
To snap objects to the grid:
1 Select the select tool ( ) or the group select tool ( ). 2 In the Tool Inspector palette, select Snap to Grid.
To adjust the grid size:
1 Select the select tool or group select tool. 2 In the Tool Inspector palette, specify a value for Spacing. The lower the Spacing value, the smaller the grid.
Adjusting the minimum distance required to connect objects
The Closeness option in the Tool Inspector palette lets you specify how close you must move a connector to another connector before it connects the two objects.
To adjust the minimum distance required to connect objects:
1 Select the select tool ( ) or the group select tool ( ). 2 Make sure the Connect Objects option is selected in the Tool Inspector.
Selecting the Connect Objects option causes a faint yellow halo to appear at the connectors when you move an object. This yellow halo indicates the area of the minimum distance required to connect objects.
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3 In the Tool Inspector palette, enter a value for Closeness. This value species the radius of connectivity (the minimum distance required for one connector to snap to another). The lower the closeness value, the smaller the yellow halos are around the connectors of the object youre moving. You must move a connector closer to another connector in order to connect the objects.
Grouping objects
Grouping lets you control a set of objects as a single unit. When you manipulate a group, all of the objects are equally affected. For example, if you resize a group, all of the objects change in size. In addition, grouping lets you maintain the spatial relationships between objects. For example, if you rotate a group, all of the objects are rotated around the same axis.
To group objects:
1 Select the objects you want to group. Be sure you select the object and not the objects connectors. (See Selecting objects on page 30.) 2 Choose Object > Group.
If youre not sure if an object is part of a group, view the hierarchy in the Objects palette. (See Using the Objects palette on page 29.)
To ungroup objects:
Select the objects you want to ungroup, and choose Object > Ungroup.
To create a new group:
Choose Object > New Group. The new group appears in the Objects palette.
To add objects to an existing group:
1 Select the group to which you want to add objects. 2 Choose Object > Activate Group. 3 Create new objects as desired. The objects are added to the active group.
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Scaling and distorting objects
Scaling an object enlarges or reduces it horizontally (along the x axis), vertically (along the y axis), or both horizontally and vertically relative to the point of origin. The point of origin is wherever you click in the wireframe after selecting the transform object tool. You can also distort the object by changing its shape and size in any direction.
To scale or distort an object or group:
1 Select a wireframe view: Top, Side, or Isometric. 2 Select the object or group you want to scale or distort. (See Selecting objects on page 30.) 3 Select the scale objects tool ( 4 Do one of the following: To scale or distort the object without moving it, click in the center of the object. A yellow ).
circle appears where you clicked.
To scale or distort the object and move it away from a specic location at the same time, click that location. 5 Drag the pointer toward the outside of the circle until a green line appears. 6 Do one of the following: To enlarge the object both vertically and horizontally, drag away from the center of the circle. To reduce the object both vertically and horizontally, drag toward the center of the circle. To enlarge the object along one axis only, Shift-drag away from the center of the circle along that axis. To reduce the object along one axis only, Shift-drag toward the center of the circle along that axis.
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To enlarge and distort the object both vertically and horizontally, Ctrl-drag in any direction away from the center of the circle. To reduce and distort the object both vertically and horizontally, Ctrl-drag in any direction toward the center of the circle. 7 When the object is scaled or distorted as desired, release the mouse button.
Undoing transformations
Atmosphere Builder saves the original size, shape, orientation, and location of the objects before the transformations. When you clear transformations, Atmosphere Builder restores the object or group to its original dimensions and position.
To undo transformations to an object or group:
1 Select an object or group. 2 Choose Edit > Clear Transform.
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About surface textures and colors
In an Atmosphere world, you can add textures and colors to the objects you create to make them look as real (or unreal) as you want. Applying a texture adds a 2D image to the surface of a 3D object, giving the appearance that the object is composed of the material in the texture image. Applying an RGB value creates a solid-colored object.
Before and after applying a surface textures in Browser view.
Creating surface textures
A surface texture can be any image that is saved in a GIF, JPEG, or PNG le. It can be a scanned photograph or a bitmap image created inside a graphics application such as Adobe Photoshop. When you apply a texture to a surface, Atmosphere Builder tiles the texture using the scale and rotation values that you specify. Tiling is the process of repeating a texture to ll up a surface area. Tiling in Atmosphere Builder uses the same concept of tiling in the real world, where tiles are placed edge-to-edge until they ll the desired area.
To view or update the location of an objects surface texture le:
1 Select Browser view, and use the move tool (
) to navigate to the object you want to
work with.
2 Select the edit texture tool ( ).
3 Click the object or face whose surface texture you want to view or update. 4 In the Object Inspector palette, update the referenced le by entering a new path in the URL text box or by clicking Browse and selecting a new le. 5 If you dont want Atmosphere Builder to update the path to the texture le when you publish your world, select Absolute Path. An absolute path must be the URL of a texture le on a Web server.
Rendering surface textures and colors
Rendering is the process of translating 3D data into pixels on your computer screen. The texture options in the Tool Inspector palette let you control how surface textures and colors are rendered in Atmosphere Builder. The Use Textures option determines whether surface textures and colors are displayed in Browser view. (Hiding textures and colors can help you see how lighting contributes to the world.) The Smooth Textures option determines whether texture quality is enhanced during rendering. Enabling the Smooth Textures option enhances the appearance of textures and reduces blockiness; however, it also increases rendering time. Note: These options do not affect how a world appears when viewed in the Atmosphere Browserthey apply only to the current Atmosphere Builder session. Selecting these options can also slow down rendering in Atmosphere Builder.
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To hide textures and colors in a world:
1 Select Browser view, and select the move tool (
2 Deselect Use Textures in the Tool Inspector palette. Only the luminous surfaces in the
world are displayed with textures.
To enhance texture quality:
2 Select Smooth Textures in the Tool Inspector palette.
Deleting surface textures
If you want to change an objects surface texture, you can simply apply a new texture over the existing one. Atmosphere Builder keeps track of all the textures for an object, but only displays the top-most texture. If you delete the top-most texture, you expose the one beneath it.
To delete a surface texture:
1 Select Browser view, and use the move tool ( ) to navigate to the object you want to work with. 2 Select the delete texture tool ( ).
To display the Lighting Control palette:
Choose Window > Lighting Control.
Applying lighting
Each time you apply lighting, Atmosphere Builder recalculates how much light nonluminous surfaces receive. You can apply lighting to a face of an object, an object, or every surface in the world. In addition, you can stop the lighting process at any time. These controls allows you to ne-tune the lighting in a world with precision. For example, you can queue up ve lighting passes, and stop the lighting process when you are satised with the results.
To apply lighting to every surface in a world:
1 Select Browser view. 2 In the Lighting Control palette, click Add Lighting to Scene. 3 If desired, click Add Lighting to Scene multiple times to execute multiple lighting passes.
Atmosphere Builder creates a queue that lists each surface in a world, and adds additional lighting passes to the end of the queue. The Faces eld in the Lighting Control palette displays the number of faces that remain to be processed at any time. The Pixels eld in the Lighting Control palette displays the percentage of completed pixels in the currentlyprocessing face.
To apply lighting to an object:
) to navigate until you can see the object
you want to apply lighting to.
2 Select the light object tool ( 3 Click the object.
To apply lighting to a face:
1 Select Browser view, and use the move tool ( ) to navigate until you can see the face you want to apply lighting to. 2 Select the light face tool ( ).
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3 Click the face.
If you use the light object tool or the light face tool while a lighting pass is in process, the object or face is processed rst. This makes it possible apply lighting to key surfaces of a world at any point during a lighting pass.
To stop a lighting pass:
1 Select Browser view. 2 Click Stop Lighting in the Lighting Control palette.
Improving lighting quality in Browser view
A light map is an RGB image that is imposed over the worlds surface textures to create the appearance of light and shadows. The Smooth Lighting Maps option in the Tool Inspector palette lets you control how light maps are rendered in Atmosphere Builder. Enabling the Smooth Lighting Maps option enhances the appearance and accuracy of light maps; however, it also increases rendering time. Note: This option does not affect how a world appears when viewed in the Atmosphere Browserit applies only to the current Atmosphere Builder session. Selecting this option can also slow down rendering in Atmosphere Builder.
To attach a script to an object or group:
1 Select a wireframe view: Top, Side, or Isometric. 2 Select the object or group to which you want to attach the script. 3 In the Object Inspector palette, enter the location of the JavaScript source le in the JavaScript URL text box.
To attach a script to a world:
In the World Settings palette, enter the location of the JavaScript source le in the JavaScript URL text box.
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The Atmosphere JavaScript API comprises a set of modules that cover a broad range of functionalityfrom adding buttons to the Atmosphere Browser to applying transformations to an object. The following topics describe some of the things you can do with the Atmosphere JavaScript API. Note: The Atmosphere JavaScript API is under continual development. For the most up-todate information, see Atmosphere JavaScript API documentation. This documentation is installed with Atmosphere Builder and is accessible from the Atmosphere folder in the Windows Start menu.
Adding sound
The Sound module provides methods and properties for implementing sound effects in a world. You can add both ambient and positional sounds to a world. An ambient sound is one that emanates from the entire world; while a positional sound is tied to a static or dynamic position in the world. For example, you can write a script that plays a creaking sound when a user navigates into a given position in the world. Atmosphere supports WAV format and MP3 format for sound effects. For example, the following code adds a sound and denes its parameters:
sound = Sound("soundName.wave"); sound.volume =.5 // volume sound.repeats=0 // loop sound sound.active=true // turn sound on
For more information on the Sound module, see the Atmosphere JavaScript API documentation.
Adding fog
The FogModel module provides methods and properties for implementing fog effects in a world. Fog is an atmospheric effect that obscures objects in relation to the position of the user. For example, you can write a script that creates a greenish-gray fog that falls within 10 feet of the users position. Note: In many cases, adding fog to a world slows down the rendering. However, in the case of highly complex worlds, it can speed up rendering if the far point of the fog (beyond which things are completely obscured) is close enough to cull out substantial portions of the world.
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ADOBE ATMOSPHERE 63
http://server/world/world.3da#entry_point_name
Important: Use a pound character (#) to separate the URL and the entry point name. The entry point name must correspond to the Entry Point Title option for the entry point in order for the gateway to function. If no entry point name is specied, the portal connects to a default entry point in the destination world.
4 Click in the document window to place the portal.
To create a portal by importing bookmarks:
1 Use Atmosphere Browser to explore different worlds on the Web. When you enter a world to which you want to add a portal, create a bookmark. A bookmark records the URL of the world and the name of the entry point you entered through. 2 In Atmosphere Builder, choose File > Import Bookmarks. A tool for creating a portal
to each bookmarked entry point appears in the Variable Tools palette.
3 Select a portal tool in the Variable Tools palette, and click in the document window to place the portal.
To edit portal options:
1 In a wireframe view, select the portal object. (See Selecting objects on page 30.) 2 Edit the options as desired in the Object Inspector palette.
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You can add hypertext links to a world using JavaScript.
To add a hypertext link to a world:
1 Create a text le that contains JavaScript code for creating a hypertext link. For example, the following script launches the Adobe Web site when a user clicks the object that it is attached to:
this.onClick=function(){ launchURL(http://www.adobe.com); }
2 In Atmosphere Builder, do one of the following: Select a wireframe view, and select an object to attach the script to. In the Object Inspector palette, enter the path to the JavaScript le you created in Step 1 in the Javascript URL text box. In the World Settings palette, enter the path to the JavaScript le you created in Step 1 in
the Javascript URL text box. For more information on the World Settings palette, see Administering worlds on page 70.
Administering worlds
The World Settings palette contains options for administering a world. You can specify a name for your world, specify the occupancy limit, and set up chatting.
To display the World Settings palette:
Choose Window > World Settings.
Specifying a worlds name and topic
Specifying a worlds name and topic makes it easier for users to nd and identify your world on the Web.
To specify a worlds name and topic:
In the World Settings palette, specify values for the following options:
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World Name to specify a name for your world as you want it to appear in the title bar of a Web browser. Reference URL to allow all people to access to your world concurrently even if your world is mirrored on different servers.
Specifying the user count
The user count determines the occupancy limit for a world. When a world reaches the specied limit, a new instance of the world is created. To determine a reasonable user count, consider how much space your world encompasses. For example, if you created a large, expansive world, its acceptable to allow 100 users to explore it at one time. However, if you created a small, intimate world, you probably want to limit the user count to a low number. Important: In the Beta version of Atmosphere Builder, User Count is hard-coded to 20 and cannot be changed.
To specify the occupancy limit for a world:
In the World Settings palette, enter the maximum number of users in the User Count text box. A setting of 0 indicates no limit on the number of users.
Setting up chatting and community
As a Web site designer, you can use Adobes community server to facilitate chatting. The community server also enables the display of avatars in a world. (See About avatars on page 73.)
To specify the community server for a world:
1 In the World Settings palette, enter the URL of the community server in the Server text box. The community server URL includes the following elements:
Protocol The protocol for the Adobe community server is YACP. As with the HTTP
protocol, the YACP string is followed by :// (yacp://).

Adobe Atmosphere 1.0 End of Life
Frequently Asked Questions
On December 19th, 2004 Adobe discontinued Adobe Atmosphere 1.0 software. Complimentary and fee-based technical support for Atmosphere 1.0will be available for approximately 1 month running through January 30th, 2005. Q. Why is Adobe discontinuing Atmosphere 1.0? A. The decision to discontinue Atmosphere 1.0 was based on market conditions, customer feedback and research done by Adobe. Q. How big is your Atmosphere 1.0 base? A. It is our policy to not comment on the size of our user base. However, sales of Atmosphere 1.0 licenses were limited. Q. How much longer will Atmosphere 1.0 be available? A. Adobe Atmosphere 1.0 will no longer be available to distributors and licensing customers. Q. Will Adobe release another version of Atmosphere 1.0? A. Its our policy not to disclose future product plans but moving forward, Adobe continues to monitor customer requirements for existing and new products. Q. Will users continue to get support from Adobe on Atmosphere 1.0? A. Adobe will continue to provide complimentary support for Atmosphere 1.0 until January 30th, 2005. Adobe will honor fee-based technical support contracts until they expire. Adobe Open Option (AOO) maintenance contracts can no longer be ordered. For more information, please contact Adobe Customer Service at (800) 833-6687.
Adobe, the Adobe logo, and Atmosphere are either registered trademarks or trademarks of Adobe Systems Incorporated in the United State and/or other countries. 2004 Adobe Systems Incorporated. All rights reserved.
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Chapters: Adobe Flash. Source: Wikipedia. Pages: 247. Not illustrated. Free updates online. Purchase includes a free trial membership in the publisher's book club where you can select from more than a million books without charge. Excerpt: Adobe Flash (formerly Macromedia Flash) is a multimedia platform used to add animation, video, and interactivity to Web pages. Flash is frequently used for advertisements and games. More recently, it has been positioned as a tool for the so-called "Rich Internet Application" ("RIA"). Flash manipulates vector and raster graphics to provide animation of text, drawings, and still images. It supports bidirectional streaming of audio and video, and it can capture user input via mouse, keyboard, microphone, and camera. Flash contains an Object-oriented language called ActionScript. Flash content may be displayed on various computer systems and devices, using Adobe Flash Player, which is available free for common Web browsers, some mobile phones and a few other electronic devices (using Flash Lite). Originally acquired by Macromedia, Flash was introduced in 1996, and is currently developed and distributed by Adobe Systems. The precursor to the Flash application was SmartSketch, a drawing application for pen computers running the PenPoint OS developed by Jonathan Gay, who began working on it in college and extended the idea for Silicon Beach Software and its successors. When PenPoint failed in the marketplace, SmartSketch was ported to Microsoft Windows and Mac OS. With the Internet becoming more popular, SmartSketch was re-released as FutureSplash, a vector-based Web animation in competition with Macromedia Shockwave. In 1995, SmartSketch was further modified with frame-by-frame animation features and re-released as FutureSplash Animator on multiple platforms. The product was offered to Adobe and used by Microsoft in its early work with the Internet (MSN). In 1996, FutureSplash was acquired by Mac...More: http: //booksllc.net/?id=2094
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1. Adobe Atmosphere Bible (With CD ROM)
2. 3D graphics software: AutoCAD, Autodesk Maya, RenderMan Interface Specification, ACIS, 3D computer graphics software, Adobe Atmosphere
3. Windows only software: AutoCAD, BearShare, PagePlus, WinZip, Encarta, Adobe Atmosphere, Rybka, CorelDRAW, AveDesk, Fast Picture Viewer
4. How to Do Everything with Photoshop Album (How to Do Everything)
5. Photoshop Album for Dummies
6. I Ain t No Adobe Hut