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Foundation ActionScript Animation - Making Things Move! (Paperback, 1st Corrected ed., Corr. 3rd printing)
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Foundation ActionScript Animation - Making Things Move! (Paperback, 1st Corrected ed., Corr. 3rd printing)
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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. This book will teach you
how to use Flash ActionScript to move the objects in your movies,
rather than letting Flashs 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, theres no
need to worry, even if youre 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. Youll
work your way slowly from using code to move a single object across
the screen to creating complex systems that really push Flashs
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 gripswith the ideas presented here, youll find yourself creating
all manner of exciting animations and games! Summary of Contents
Part I ActionScripted Animation Basics Ch. 1 Basic Animation
Concepts Ch. 2 ActionScript Basics for Animation Ch. 3 Trigonometry
Ch. 4 Rendering Techniques Part II Basic Motion Ch. 5 Velocity and
Acceleration Ch. 6 Bouncing and Friction Ch. 7 User Interaction:
Dragging and Throwing Part III Advanced Motion Ch. 8 Easing and
Springs Ch. 9 Collision Detection Ch. 10 Bouncing off Angles Ch. 11
Billiard Ball Physics Ch. 12 Particle Attraction Ch. 13 Forward
Kinematics Ch. 14 Inverse Kinematics Part IV Three D Ch. 15 A Basic
3D Engine Ch. 16 3D Lines, Fills, Solids Ch. 17 Advanced 3D:
Backface Culling and Lighting Ch. 18 Matrix Math Part V Tips and
Tricks Ch. 19 Tips and Tricks
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