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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 toprovide 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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January 31st, 2009 at 9:56 am
please i need computer ebooks for free
April 18th, 2009 at 2:54 am
keep it flash
April 23rd, 2009 at 4:14 am
ok