List of Figures

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.


Foundation ActionScript. Animation. Making Things Move
Foundation Actionscript 3.0 Animation: Making Things Move!
ISBN: 1590597915
EAN: 2147483647
Year: 2005
Pages: 137
Authors: Keith Peters

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