Flylib.com
List of Figures
Previous page
Table of content
Next page
Chapter 1: Basic Animation Concepts
Figure 1-1: A series of still photographs by Eadweard Muybridge
Figure 1-2: The legendary gabocorp.com intro
Figure 1-3: Intro for rayoflight.com
Chapter 2: Basics of ActionScript for Animation
Figure 2-1: Converting to a movie clip
Figure 2-2: Naming the instance
Figure 2-3: Frame-by-frame animation
Figure 2-4: Rendering frames , then displaying
Figure 2-5: Scripted animation
Figure 2-6: Why you cant animate with a for loop
Figure 2-7: Timeline for a frame loop
Figure 2-8: Frame loop with initialization frame
Figure 2-9: The Actions panel shows where the code is going
Figure 2-10: Setting export properties
Figure 2-11: Randomly attached particles
Figure 2-12: Specifying your class path
Chapter 3: Trigonometry for Animation
Figure 3-1: Two lines form four angles
Figure 3-2: Radians and degrees
Figure 3-3: Standard coordinate system
Figure 3-4: Flashs coordinate system
Figure 3-5: Usual angle measurements
Figure 3-6: Flashs angle measurements
Figure 3-7: The parts of a right triangle
Figure 3-8: The sine of an angle is the opposite leg/ hypotenuse
Figure 3-9: The same triangle in Flash coordinate space
Figure 3-10: The cosine of an angle is the adjacent leg/hypotenuse.
Figure 3-11: Looking at the opposite angle
Figure 3-12: The tangent of an angle is the opposite leg/adjacent leg.
Figure 3-13: Angles in four quadrants
Figure 3-14: Two ways of measuring an angle
Figure 3-15: Making the arrow symbol
Figure 3-16: Computing the rotation
Figure 3-17: A sine wave
Figure 3-18: Values of sine
Figure 3-19: A cosine wave
Figure 3-20: Positions of an object as it moves around a circle
Figure 3-21: A right triangle
Figure 3-22: What is the distance between the two objects?
Figure 3-23: Turn it into a right triangle.
Chapter 4: Rendering Techniques
Figure 4-1: Multiple curves, the wrong way. You can plainly see where one curve ends and the next begins.
Figure 4-2: Multiple curves with midpoints
Figure 4-3: Smooth multiple curves
Figure 4-4: Multiple closed curves
Figure 4-5: Linear fills
Figure 4-6: A radial fill
Figure 4-7: Before and after setRGB (trust me, this is purple)
Chapter 5: Velocity and Acceleration
Figure 5-1: A few vectors
Figure 5-2: Negative velocity is really velocity in the opposite direction.
Figure 5-3: If vectors have the same magnitude and direction, they are the same. Position doesnt matter.
Figure 5-4: A magnitude and a direction
Figure 5-5: Magnitude and direction mapping becomes a right triangle.
Figure 5-6: Vector addition
Figure 5-7: Velocities as vectors
Figure 5-8: Behold the future of space travel.
Figure 5-9: Beware of flame.
Chapter 6: Boundaries and Friction
Figure 6-1: This ball isnt fully off stage, but it will be removed.
Figure 6-2: This ball is completely off stage and can be safely removed.
Figure 6-3: This ball is just slightly off stage, but it needs to bounce.
Figure 6-4: The ball has been repositioned to be exactly against the boundary.
Figure 6-5: This technique isnt perfect, but is quick, easy, and close enough for most situations.
Chapter 7: User InteractionMoving Objects Around
Figure 7-1: Two overlapping movie clips with mouse event handlers. Only the top one receives the event.
Figure 7-2: The ball has been dragged to a new position. The velocity is the distance from its last position to this new position.
Chapter 8: Easing and Springing
Figure 8-1: Basic easing
Figure 8-2: Springing from the mouse, with a visible spring
Figure 8-3: Chained springs
Figure 8-4: Multiple springs
Figure 8-5: Offsetting a spring
Figure 8-6: Two objects connected by a spring
Figure 8-7: Three objects connected by a spring
Chapter 9: Collision Detection
Figure 9-1: A bounding box
Figure 9-2: Which ones are touching?
Figure 9-3: Not what you expected?
Figure 9-4: The distance of a collision
Figure 9-5: The distance of a collision of two different sized objects
Figure 9-6: Collision-based springing
Figure 9-7: Multiple-object collision
Chapter 10: Coordinate Rotation and Bouncing Off Angles
Figure 10-1. Rotating coordinates
Figure 10-2: A ball hitting an angled surface
Figure 10-3: The same scene, rotated
Figure 10-4: After the bounce
Figure 10-5: After rotating back
Figure 10-6: Creating a line
Figure 10-7: Did it go through, or just pass under?
Figure 10-8: Maybe a pinball machine?
Chapter 11: Billiard Ball Physics
Figure 11-1: Setting up the stage for conservation of momentum on one axis
Figure 11-2: A one-dimensional collision
Figure 11-3: A two-dimensional collision
Figure 11-4: A two dimensional collision, rotated
Figure 11-5: Draw in the x and y velocities.
Figure 11-6: All you care about is the x velocity.
Figure 11-7: New x velocities, same y velocities, with the result of a new overall velocity
Figure 11-8: Everything rotated back
Figure 11-9: Setting up the stage for conservation of momentum on two axes
Figure 11-10: Setting up the stage with multiple objects
Chapter 12: Particle Attraction and Gravity
Figure 12-1: We have particles!
Figure 12-2: Colliding planets?
Figure 12-3: Setting up the stage
Figure 12-4: Jared Tarbells Node Garden
Figure 12-5: My version of a node
Figure 12-6: Nodes in action
Figure 12-7: Connect the dots
Figure 12-8: Subtle change, but a world of difference
Figure 12-9: One more for the road
Chapter 13: Forward KinematicsMaking Things Walk
Figure 13-1: A single segment
Figure 13-2: It moves!
Figure 13-3: Forward kinematics with two segments
Figure 13-4: The beginnings of a walk cycle
Figure 13-5: Clips seg0 and seg2 appear as one, and seg1 and seg3 are below.
Figure 13-6: Behold! It walks!
Figure 13-7: Adding the sliders
Figure 13-8: Setup for real walking
Figure 13-9: Has it hit bottom or not?
Chapter 14: Inverse KinematicsDragging and Reaching
Figure 14-1: A single segment reaching toward the mouse
Figure 14-2: Multiple-segment dragging
Figure 14-3: Dragging 50 segments
Figure 14-4: seg0 rotates to the mouse. tx, ty is where it would like to be. seg1 will rotate to tx, ty.
Figure 14-5: Multiple-segment reaching
Figure 14-6: It likes to play ball.
Figure 14-7: Two segments form a triangle with sides a, b, c, and angles A, B, C.
Figure 14-8: Figuring the rotation of seg1
Figure 14-9: Figuring the rotation of seg0
Chapter 15: 3D Basics
Figure 15-1: Right-hand coordinate system
Figure 15-2: Left-hand coordinate system
Figure 15-3: Perspective seen from the side
Figure 15-4: Perspective in action.
Figure 15-5: Bouncing 3D balls
Figure 15-6: Fireworks! (Trust me, it looks much better in motion.)
Figure 15-7: My tree. (By now you know why I became a programmer instead of a designer.)
Figure 15-8: Watch out for the trees!
Figure 15-9: Look, Im flying!
Figure 15-10: Rotation on the z axis
Figure 15-11: Rotation on the x axis
Figure 15-12: Rotation on the y axis
Figure 15-13: 3D coordinate rotation on the y axis
Chapter 16: 3D Lines and Fills
Figure 16-1: 3D points and lines
Figure 16-2: 3D lines with invisible points
Figure 16-3: Coordinates of a square in 3D space
Figure 16-4: 3D spinning square
Figure 16-5: Using graph paper to plot out points
Figure 16-6: 3D spinning letter E
Figure 16-7: First 3D fills
Figure 16-8: More complex 3D shape
Figure 16-9: The same shape as in Figure 16-8, rendered with triangles
Figure 16-10: The points and polygons that make up this shape
Figure 16-11: The A shape, rendered in 3D
Figure 16-12: The A shape, with lines removed
Figure 16-13: The A shape, with individually colored polygons
Figure 16-14: The points of a 3D cube
Figure 16-15: The front face of the cube
Figure 16-16: The top face of the cube
Figure 16-17: The back face of the cube
Figure 16-18: The resulting 3D cube
Figure 16-19: A 3D pyramid
Figure 16-20: An extruded letter A
Figure 16-21: The first face of the cylinder
Figure 16-22: The last face of the cylinder
Figure 16-23: The resulting 3Dcylinder
Chapter 17: Backface Culling and 3D Lighting
Figure 17-1: A triangle facing you has points in a clockwise direction.
Figure 17-2: A triangle facing away from you has points in a counterclockwise direction.
Figure 17-3: Backface culling in action
Figure 17-4: Sorting the depths puts it all right!
Figure 17-5: The normal is perpendicular to the surface of the triangle.
Figure 17-6: 3D solid with backface culling, depth sorting, and 3D lighting
Chapter 18: Matrix Math
Figure 18-1: A 3—3 matrix, a 1—3 matrix, and a 3—1 matrix
Figure 18-2: Rotation with a matrix
Figure 18-3: Embedding the fonts before transforming a text field
Figure 18-4: Movie clip with text, skewed on the x axis
Figure 18-5: Movie clip with text, skewed on both axes
Chapter 19: Tips and Tricks
Figure 19-1: Brownian motion
Figure 19-2: Brownian motion with trails
Figure 19-3: Randomly placed dots
Figure 19-4: This method starts to form a square. Not so random looking anymore.
Figure 19-5: Circular random distribution
Figure 19-6: A smoother distribution
Figure 19-7: Biased distribution with one iteration
Figure 19-8: Biased distribution with six iterations
Figure 19-9: Two-dimensional biased distribution.
Previous page
Table of content
Next page
Foundation Actionscript 3.0 Animation: Making Things Move!
ISBN: 1590597915
EAN: 2147483647
Year: 2005
Pages: 137
Authors:
Keith Peters
BUY ON AMAZON
OpenSSH: A Survival Guide for Secure Shell Handling (Version 1.0)
Step 1.1 Install OpenSSH to Replace the Remote Access Protocols with Encrypted Versions
Step 4.1 Authentication with Public Keys
Step 4.3 How to Generate a Key Pair Using OpenSSH
Step 4.7 Using Public Key Authentication for Automated File Transfers
Step 5.2 Troubleshooting Common OpenSSH Errors/Problems
Documenting Software Architectures: Views and Beyond
P.8. Discussion Questions
For Further Reading
Discussion Questions
Other Views and Beyond
UML
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Defining Custom Format Styles
Exploring VBAs Built-in Functions
Importing Data from Delimited Text Files
Filtering Data
Delving into Division
Competency-Based Human Resource Management
Competency-Based HR Planning
Competency-Based Employee Training
Competency-Based Performance Management
Competency-Based Employee Rewards
Competency-Based Employee Development
Logistics and Retail Management: Emerging Issues and New Challenges in the Retail Supply Chain
Retail Logistics: Changes and Challenges
Relationships in the Supply Chain
The Development of E-tail Logistics
Transforming Technologies: Retail Exchanges and RFID
Enterprise Resource Planning (ERP) Systems: Issues in Implementation
Microsoft WSH and VBScript Programming for the Absolute Beginner
Overview of the Windows Script Host
Constants, Variables, and Arrays
Conditional Logic
Combining Different Scripting Languages
Appendix C Whats on the CD-ROM?
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies