This series is dedicated in understanding slider movements. Create 10 identical clips and arrange them one after the other along an imaginary z axis. Create a camera object and compute its position throught the slider.This version explores...
Saturday, September 23, 2006
Thursday, September 21, 2006
This series i is dedicated in understanding slider movements. Create 10 identical clips and arrange them one after the other horizontaly. Create a camera object and compute its position throught the slider. Ultimately this is created to...
Monday, September 18, 2006
This series is dedicated in understanding slider movements. Create 10 identical clips and arrange them one after the other horizontaly. Create a camera object and compute its position throught the slider. Ultimately this is created to...
Friday, September 15, 2006
This series is dedicated in re-engineering some of Robert Penner’s easing equations in a way where user can control the speed of the animation according to the distance traveled. The principle is based on finding the distance the clip...
This series is dedicated in re-engineering some of Robert Penner’s easing equations in a way where user can control the speed of the animation according to the distance traveled. The principle is based on finding the distance the clip...
This series is dedicated in re-engineering some of Robert Penner’s easing equations in a way where user can control the speed of the animation according to the distance traveled. The principle is based on finding the distance the clip...
This series is dedicated in re-engineering some of Robert Penner’s easing equations in a way where user can control the speed of the animation according to the distance traveled. The principle is based on finding the distance the clip...
This series is dedicated in re-engineering some of Robert Penner’s easing equations in a way where user can control the speed of the animation according to the distance traveled. The principle is based on finding the distance the clip...
This series is dedicated in re-engineering some of Robert Penner’s easing equations in a way where user can control the speed of the animation according to the distance traveled. The principle is based on finding the distance the clip...
This series is dedicated in re-engineering some of Robert Penner’s easing equations in a way where user can control the speed of the animation according to the distance traveled. The principle is based on finding the distance the clip...
Tuesday, September 12, 2006
Following through with my flip a clip in 3D along the y axis series, I decided to rework the code and apply it to the 3D skew posts. The following code skews a clip by changing its _xscale from -100 to 100. if the value of the scale is...
A second study in this series of experiments. This version gives more control as it uses the code from the dynamic text kerning post to place the quote on the stage and give it a kearning. Move your mouse on the stage to see. As the text gets...
Monday, September 11, 2006
A first study in a serries of experiments involving text and the 3D camera. The goal here is to create flow, some sort of poetic feeling. Move your mouse on the stage and you will see what I mean. The effect is not as tricky. ...
Friday, September 08, 2006
This bases itself on the code found in my flip a clip in 3D along the y axis post. The following code adds a blur effect to make the whole flip look more real. The blur code is straigtforward, import the class (flash 8 only), create your...
Friday, September 01, 2006
Leaving off for Labor day weekend with an update of the The follow curve no anchor post. Enjoy this one and dont forget to understand the physics behind it.
Using the formula from the last Penner logic post, the rotation of the mouse formula & the previousely posted follow path physics technique. We can create a clip follow path animation. In this example the speed of the clip will...
Looking into using some Robert Penner logic into the follow curved path experiments. The principle is simple : find the distance the clip is about to travel using pythagorean mathematics (c2 = a2 + b2), then given a speed value, evaluate how...
