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Foundation Actionscript 3.0 Animation: Making Things Move!

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Pages: 568

Book format: An electronic version of a printed book that can be read on a computer or handheld device designed specifically for this purpose.

Publisher: Date:4/2/2007 - friends of ED

By: Keith Peters

In this book, you'll learn All the ActionScript 3.0 (including math and trigonometry functions) and Flash rendering techniques you'll need to start animating with code Basic motion principles such as velocity, acceleration, friction, easing, and bouncing How to handle user interaction via the keyboard and mouse Advanced motion techniques such as springs, coordinate rotation, conservation of momentum, and forward and inverse kinematics All the basic 3D concepts you need to do 3D in Flash, from simple perspective to full 3D solids complete with backface culling and dynamic lighting Flash has long been one of the most approachable, user-friendly tools for creating web-based animations, games, and applications. This has contributed to making it one of the most widely used programs for creating interactive web content. With each new version of Flash, ActionScript, its built-in scripting language, has become more powerful and a little more complex, too. ActionScript, now at version 3.0, has significantly matured as a programming language, bringing power and speed only previously dreamed about to Flash-based animation, going far beyond traditionally used keyframes and tweens. The material inside this book covers everything you need to know to harness the power of ActionScript 3.0. First, all the basics of script-based animation and setting up an ActionScript 3.0 project are covered. An introduction to object-oriented programming follows, with the new syntax, events, and rendering techniques of ActionScript 3.0 explained, giving you the confidence to use the language, whether starting from scratch or moving up from ActionScript 2.0. The book goes on to provide information on all the relevant trigonometry you will need, before moving on to physics concepts such as acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. In no time at all you'll both understand the concepts of scripted animation and have the ability to create all manner of exciting animations and games. Summary of Contents PART ONE - ACTIONSCRIPTED ANIMATION BASICS Chapter 1 Basic Animation Concepts Chapter 2 Basics of ActionScript 3.0 for Animation Chapter 3 Trigonometry for Animation Chapter 4 Rendering Techniques PART TWO - BASIC MOTION Chapter 5 Velocity and Acceleration Chapter 6 Boundaries and Friction Chapter 7 User Interaction: Moving Objects Around PART THREE - ADVANCED MOTION Chapter 8 Easing and Springing Chapter 9 Collision Detection Chapter 10 Coordinate Rotation and Bouncing Off Angles Chapter 11 Billiard Ball Physics Chapter 12 Particle Attraction and Gravity Chapter 13 Forward Kinematics: Making Things Walk Chapter 14 Inverse Kinematics: Dragging and Reaching PART FOUR - 3D ANIMATION Chapter 15 3D Basics Chapter 16 3D Lines and Fills Chapter 17 Backface Culling and 3D Lighting PART FIVE - ADDITIONAL TECHNIQUES Chapter 18 Matrix Math Chapter 19 Tips and Tricks   

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