A Merry Christmas and happy holidays from Refelktions.com | miniml. Since I am spending it in San Francisco this year, I wanted to re-create the oh-so frequent Canadian snow storm and make this Christmas a white one. A glympse of...
Monday, December 24, 2007
Thursday, December 13, 2007
There are a few constants in this world. The golden ratio can be expressed as a mathematical constant, usually denoted by the Greek letter (phi). PI = 3.14159265 PHI ~ 1.168 In geometry, a golden spiral is a logarithmic spiral whose...
Tuesday, October 02, 2007
Happy to say that I have restarted coding in the past weeks and will be posting new experiments in the coming days and weeks. For starters, I wanted to release my easing tween fclass that I wrote based on the easing formula posts. The basic...
Thursday, June 28, 2007
I took a look at Robert Penner's easing formula's and decided to include them in a list of potential esing that can be done via the easing tween animation post. Thanks again to Robert for bringinmg these formulas along in 2000...can you beeive...
Wednesday, June 27, 2007
This is the third of Terry Schubring's easing formula. It's all based on the easing tween animation post. I am using easing to create a linear tweens along the x axis. You can notice that the object starts slow, gets faster and slows...
Tuesday, June 26, 2007
This is the second of Terry Schubring's easing formula. It's all based on the easing tween animation post. I am using easing to create a linear tweens along the x axis. Use slider to change speed. // use Terry Schubring formula...
Monday, June 25, 2007
I was a bit slammed these past few weeks and possibly unmotivated to post new experiments. Them Terry Schubring saw me speak at Flashbelt and sent me his easing formula's. It was enough to get me motivated again. Based on the easing...
Wednesday, May 09, 2007
Based on the 3D examples previousely posted, you can transform the distance a clip has to travel into angles (0 to 360) and use trigonometric functions to control position in 2D and scale for 3D effect . In this instance, I have duplicated the...
Tuesday, May 08, 2007
Creating 3D movement does not always necessitate a 3D camera or complex Mathematics. Based on the 2D examples previousely posted, you can transform the distance a clip has to travel into angles (0 to 360) and use trigonometric functions to control...
Monday, May 07, 2007
Creating complex movement can also be as simple as transforming the distance a clip has to travel into angles (0 to 360) and using trigonometric functions to control their position. In this instance, knowing the max distance the clip will travel,...
Friday, May 04, 2007
Based on the easing tween animation post. I am using an elastic easing formula to create a linear tweens along the x axis. formula bellow uses a variable names "s" that is used as an elastic constatnt. Use slider to change...
Thursday, May 03, 2007
Based on the easing tween animation post. I am using a cosinus easing formula to create a linear tweens along the x axis. Use slider to change speed. // animate Cos equation this._x = initClip._x + diff + (-diff*Math.cos(t*(Math.PI/2)));...
Wednesday, May 02, 2007
Based on the easing tween animation post. I am using a circular easing formula to creat a linear tweens along the x axis. Use slider to change speed. // animate Circular equation this._x = initClip._x - (diff *(Math.sqrt(1-t*t)-1))
Tuesday, May 01, 2007
Based on the easing tween animation post. I am using a quart equation to creat a linear tweens along the x axis. Set init and target point and get the number of pixels the clip needs to travel. According to a set speed, calculate...
Monday, April 30, 2007
I refered to this script during my FITC presentation. Creating linear tweens along the x axis is quite simple. Set a target point (dx) and from the initial position calculate the new position onEnterframe using the following equation: this._x...
Tuesday, April 17, 2007
Updated the animation physics for the circlular rotating menu v0 post. If you look closely I implemented the quadratic easing equations I had writtes a few posts back. Actually the equaituion changed a bit, // animation equation var...
Monday, April 16, 2007
A small comment on the circlular rotating menu v0 post. I think the pie image confused some, and wanted to make it much simpler to understand, implement and expand. I positioned 20 clips around a circle of radius 80 using the following post....
This might come as a surprise post to some due to its simplicity. Much like the wheel of the price is right. Need to rotate a clip around a circle and make it stop precisely at a certain angle. To do this we create a parent clip called...
Thursday, December 21, 2006
Well I'm off for the holidays. Soon I will be back in snowy Montreal spending quality time with family and friends. Reflektions | miniml will stop posting until my return to San Francisco. To celebrate the New Year and the sites one...
Friday, November 17, 2006
This post creates a tweening equations through a 10 control point bezier curves. We create a camera object and compute its 3D z positions by assigning the bezier follow (blue) clips x position along the bezier curve . This movement analysis is ...
Thursday, November 16, 2006
A versatile method to change tweening equations on the fly. this series is dedicated to creating tweening equations through bezier curves. We create a camera object and compute its x positions assigning the bezier follow (blue) clips x...
Monday, November 13, 2006
This movement analysis is derived form my previously posted z slider physics. The tweening equations is created through the users manipulation of the bezier curves. We create a 3D camera object and compute its z positions assigning ...
This series is dedicated to creating tweening equations through bezier curves. We create a camera object and compute its positions assigning the bezier follo (blue) clips x position along the bezier curve . This movement analysis...
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...
Friday, September 01, 2006
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...
Tuesday, August 15, 2006
Originally developed by Pierre Bézier in the 1970's, bezier curves are used by flashes drawing API to create curved lines. We can use the cubic equation to create animations and calculate motion along a curve. The major improvement to...
Multiple clips following a drawn path. This might look like some magic kinematics trick, yet its not! Its another improvement on the code from the last post. We simply create a multiple number of clips and set them to follow a newly drawn path....
Friday, August 11, 2006
This improves on the code from the last post by adding the option of multiples. Thats right, set the number of anchor points you want to see and click on redraw and the clip will follow a newly drawn path. If you were a reader of the last post...
Thursday, August 10, 2006
In the next few posts I will explore the properties of a movieClip dynamically following paths drawn using the drawing API. I will start out with a simple example and work my way to curved paths and paths in 3D worlds. If you are interested...
Monday, July 17, 2006
I found a reliability issue in the last elastic menu post series and wanted to fix it. Once the user rolled over a clip sometimes, if the mouse came from the top or the bottom direction it would not open. I reset the countdown timer on ...
Wednesday, June 21, 2006
This is the last post for the ultra strechy elastic menu. What was buggy in the last post was that the animation rollOut state was too fast. If the user rolled over all the buttons real fast everything would mess up. What we need to add...
Tuesday, June 20, 2006
Time has come to add rollover action on our menu. What was lacking in my last 4 posts concerning the stretchy elastic menu was the rollOver state. The reason I did not include it was the confusion I wanted to avoid. This delicate addition...
Monday, June 19, 2006
By changing the initial movie clip properties of the last post, you can get the menu to open up small litte squares or rectangular shapes. Simply change the values of the line: clip.tw = 200; // target widthclip.th = 200; // target height
Its time to make this elastic menu elastic! The last post was created a basic stretch menu and now we add the mathematical equation that makes it all go boing. //distance = (target-current)/speed * speedRatio + oldDistance * friction//current...
Friday, June 16, 2006
In my last post I explained how one movieclip property can affect the other one and so forth to create a stretchable menu. In this example, I make the color switch by using the following line of code: // make growing orange(clip == growingItem)...
The kurt noble site has long been a popluar destination for graphic designers. What I like about it is the scalability of the elements and their fluid movement. In the next 4 posts I will experiment with the basics of creating an elastic...
Monday, May 22, 2006
I was trying to find the best way to get randomly placed movieclip to choose a traveling direction (left or right) and move that way. I was looking for an elegant solution and not the clinky chunky one I see everywhere. I finaly realised that...
Monday, May 15, 2006
Today I combined the particle animation v1 code with the circle hit detection v2 method to compile and create a steering behaviors for autonomous characters. This gives each particle the ability to navigate around their world in a life-like...
Thursday, April 27, 2006
I guess FITC inspired me into getting back to some basic scripts and reworking the mathematics. Particle animation is a script I used often. What is interesting in this is the illusion of random movement and particle acceleration one can create...
Monday, April 10, 2006
By using the 3D XZ rotation equations and associating angle values to each object. We can place our objects in a circle of radius x and animate all instances by calculating a shift variable.Ultimately this can be teh source of an interesting...
Monday, January 09, 2006
I based myself on the previous Looping movement code to get a movie-clip to move along the stage while oscillating. One of the simplest examples of composite trigonometric curves is from electronics. An alternating current signal (v = 3 cos...
In order to dynamically get a movie-Clip to move we add to its x or y value. coded as follows : onEnterFrame(){ this._x++; } getting the movie clip to move along the stage cycling back to the left every time it reaches the end...
Thursday, January 05, 2006
Sometimes animation is not enough and we need to make things interactive; like using such movement to create dynamic menus and navigation systems. by using the circular movement example from yesterday and adding the following code we can acheive...
How do you make clips move along a circle using actionscript. Should have something to do with angles, radiuses and sines cosines. That is partially right, although there is more to it. A small knowledge of mathematics is necessary.Since...
