Synopses & Reviews
Sure you can animate using motion tweens?in fact, we?ll help you do that with our Flash Cartoon Animation book?but isn?t there something extra special in making things move with just a few lines of code?
In this book Keith Peters guides you through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction.
This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flash's tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX.
Although the text covers many advanced math and physics concepts, making for very realistic motion, there's no need to worry, even if you're a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that ).
This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. You?ll work your way through slowly, from using code to move a single object across the screen to creating complex systems that really push Flash's capabilities, with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math.
Once you come to grips with the ideas presented here, you'll find yourself creating all manner of exciting animations and games
Synopsis
ActionScript, now in version 2 since Flash MX 2004, allows the Flash developer to do great things to their Flash movies, adding dynamic scripting for improved user interaction, and creating complex games and other applications. One of the most useful and sought-after skills within this area is animation - making things move using code. In this book, Keith Peters shows that all you need is a little Flash experience and some knowledge of very basic ActionScript concepts to get the most out of it.
The author first guides you through basic animation theory, and then does a great job of demystifying the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing and friction. He then goes on to look at more advanced animation topics such as collision detection, particle attraction, and kinematics. For each of these subjects, he explains the theory involved and goes on to show how they can be implemented with practical ActionScript examples.
Finally, he demonstrates how to triumph, with 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math. Due to the release of Flash 8, around September 05, the book will cover Flash versions up to Flash 8.
Synopsis
Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code?In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction.As you'd expect, the book intersperses theory with practical demonstrations of the techniques covered. A basic knowledge of ActionScript concepts is all that is required to get up and running with the tutorials.Keith goes on to cover more advanced animation topics such as collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math.Table of ContentsPart I &emdash; ActionScripted Animation BasicsCh. 1 &emdash; Basic Animation ConceptsCh. 2 &emdash; ActionScript Basics for AnimationCh. 3 &emdash; TrigonometryCh. 4 &emdash; Rendering Techniques Part II &emdash; Basic MotionCh. 5 &emdash; Velocity and AccelerationCh. 6 &emdash; Bouncing and FrictionCh. 7 &emdash; User Interaction: Dragging and ThrowingPart III &emdash; Advanced MotionCh. 8 &emdash; Easing and SpringsCh. 9 &emdash; Collision DetectionCh. 10 &emdash; Bouncing off AnglesCh. 11 &emdash; Billiard Ball PhysicsCh. 12 &emdash; Particle AttractionCh. 13 &emdash; Forward KinematicsCh. 14 &emdash; Inverse KinematicsPart IV &emdash; Three DCh. 15 &emdash; A Basic 3D EngineCh. 16 &emdash; 3D Lines, Fills, SolidsCh. 17 &emdash; Advanced 3D: Backface Culling and LightingCh. 18&emdash; Matrix Math Part V &emdash; Tips and TricksCh. 19 &emdash; Tips and Tricks
Table of Contents
Part I. ActionScripted Animation Basics. Basic Animation Concepts. ActionScript Basics for Animation. Trigonometry. Rendering Techniques.- Part II. Basic Motion. Velocity and Acceleration. Bouncing and Friction. User Interaction: Dragging and Throwing.- Part III. Advanced Motion. Easing and Springs. Collision Detection. Bouncing off Angles. Billiard Ball Physics. Particle Attraction. Forward Kinematics. Inverse Kinematics.- Part IV. Three D. A Basic 3D Engine. 3D Lines, Fills, Solids. Advanced 3D: Backface Culling and Lighting. Matrix Math.- Part V. Tips and Tricks. Tips and Tricks.