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Foundation ActionScript Animation: Making Things Move!

Foundation ActionScript Animation: Making Things Move!
By Keith Peters

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Product Description

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. As you'd expect, the book intersperses theory with practical demonstrations of the techniques covered. A basic knowledge of ActionScript concepts is all that is required to get up and running with the tutorials. Keith goes on to cover more advanced animation topics such as 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. Table of Contents

* Part I – ActionScripted Animation Basics

o Ch. 1 – Basic Animation Concepts

o Ch. 2 – ActionScript Basics for Animation

o Ch. 3 – Trigonometry

o Ch. 4 – Rendering Techniques

* Part II – Basic Motion

o Ch. 5 – Velocity and Acceleration

o Ch. 6 – Bouncing and Friction

o Ch. 7 – User Interaction: Dragging and Throwing

* Part III – Advanced Motion

o Ch. 8 – Easing and Springs

o Ch. 9 – Collision Detection

o Ch. 10 – Bouncing off Angles

o Ch. 11 – Billiard Ball Physics

o Ch. 12 – Particle Attraction

o Ch. 13 – Forward Kinematics

o Ch. 14 – Inverse Kinematics

* Part IV – Three D

o Ch. 15 – A Basic 3D Engine

o Ch. 16 – 3D Lines, Fills, Solids

o Ch. 17 – Advanced 3D: Backface Culling & Lighting

o Ch. 18 – Matrix Math

* Part V – Tips and Tricks

o Ch. 19 – Tips and Tricks


Product Details

  • Amazon Sales Rank: #181813 in Books
  • Published on: 2005-10-17
  • Original language: English
  • Number of items: 1
  • Binding: Paperback
  • 400 pages

Editorial Reviews

About the Author
Keith Peters

Keith Peters lives in the vicinity of Boston, MA, in the US with his wife, Kazumi, and their daughter, Kristine. He has been working with Flash since 1999, and has coauthored many books for friends of ED, including the groundbreaking volumes, Flash Math Creativity and Extending Flash MX 2004.The site recently won an award at the Flashforward 2003 Flash Film Festival in the Experimental category. In addition to the experiments on this site, Keith has produced several highly regarded Flash tutorials that have been translated into many languages and are now posted on websites throughout the world. Keith is currently working full time on Flash development and various writing projects.

Keith's other books include: Flash MX Studio, Fresh Flash: New Design Ideas with Flash MX, Byte-Size Flash MX, Flash MX Most Wanted, Flash MX Games Most Wanted, and New Masters of Flash: Volume 3


Customer Reviews

Excellent animation tutorial for the ActionScript enthusiast5
Being an old-fashioned programmer, I generally avoid script languages and try to do everything in traditional programming languages with one exception - ActionScript. From my first introduction to the language I've been hooked by its combination of power and simplicity. If you already have an intermediate grasp of ActionScript and want to learn how to make realistic animations using this language, this is the book for you. This book was written for someone familiar with ActionScript to some degree but with little knowledge of math or physics. As a matter of fact, if you are a mathematician or physicist, you probably will not truly appreciate this book due to its accessible style. This book is NOT about controlling tweens and simple animations. Instead, each chapter lays out the rules of physics, trigonometry, matrix algebra, vectors, and 3D mathematics very plainly and clearly while applying it to an animation problem. Part four of the book takes the principles you learned in the first three parts of the book and applies it to 3D animation. Each chapter intersperses code with equations and explanatory diagrams, and then at the end usually summarizes key algorithms in numbered steps. This book has a simply excellent treatment of both forward and inverse kinematics to the point that I would recommend its tutorials to robotics students that are having a hard time finding anything readable on the subject. If you don't think your ActionScript skills are up to the challenge of this book, might I recommend the excellent "Essential ActionScript 2.0" by Moock. If you don't know ActionScript, you will by the time you finish that book.

An Indispensable Tome5
I've been working in Flash and Actionscript since 2001. If I'd had this book when I was starting out it would have saved me countless hours of research and experimentation. Foundation Actionscript Animation is stuffed to the gills with useful programming techniques, yet is also very readable and concise.

Unlike so many authors, Keith Peters is not out to impress us with his cleverness and intellect. His main purpose is to share a wealth of practical knowledge that he's been building up over the years in a practical way. You won't find any cartoons or jokes in this book. Nor will you find digressions and distracting sidebars. Though it covers a number of complex topics in Math and Physics, it does not read like a textbook -- the author strives to explain only what is necessary to get things working.

Sometimes he is downright apologetic when he has to cover a difficult subject. At the start of the chapter on Momentum, he writes "I have reached a point where I just can't ignore mass any longer. Mass is just so tied up in the subject of momentum that I'm just going to have to confront it head on." If anything, this constant apologizing becomes a bit tiresome!

Flash has been an evolving platform over the years, and Actionscript Animation does an admirable job putting everything into a helpful historical perspective, showing how things have changed from Flash 5 to Flash 8. Chapter 2, is such a perfect overview of common techniques for building Flash applications that I have recommended it to some co-workers who are programmers, but who haven't had experience with Flash. The Flash 8 examples are usually in their own section of a chapter, and can be ignored if you're working with an older version.

I recommend this book even to veteran Actionscripters. Though this is not an OOP book, most of the examples are only about a function or two long, so you can easily convert them into methods for your classes. Furthermore, even topics you are comfortable with can worth reading about because Peters may surprise you with a new way to do something. For example, after covering the basics of Trigonometry, he immediately provides a number of useful examples of pulsing and elliptical motion that can be achieved with trig functions, including an interesting example that applies the function to the scale of a movie clip to create a pulsing effect.

The final chapters of the book cover basic 3D animation techniques. While I didn't feel ready to build the next Quake, I was grateful for the author's gentle introduction to a topic that is often presented in a very confusing way. When I was done, felt prepared to tackle a more difficult book on 3D graphics.

Though it's not designed to be a reference book, Foundation Actionscript Animation will certainly find a home near my computer. And next time I'm creating an SWF that involves collision detection, gravity or matrices, this is the first place I'll go for a refresher.

Scripts and theory for the interaction designer, game programmer, experience and user interface developer5
I found this book to be an excellent collection of scripts and theory for the interaction designer, game programmer, experience and user interface developer. The book covers ActionScript basics, OOP and best coding practices, classes, new Flash 8 features, lots of trig, and physics formulas for velocity, acceleration, friction and gravity. I would actually highly recommend this book to any designer who is thinking about picking up ActionScript. The coding practices and sample code will immediately spark your imagination, while setting you on the right track as to how to think about programming and structuring your code. You'll get instant gratification from learning how to build very interactive widgets quickly, while also enhancing your code libraries.

If you are a seasoned ActionScripter but never experimented with particles, collision detection, IK or 3D there are plenty of advanced scripts and theory for you as well. I was happy to see coverage of matrix math and the matrix class, considering their usage in Flash 8

Overall a great compilation of code and theory. It's complete, well written and for Flash 8!