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Foundation ActionScript 3.0 Animation: Making Things Move! , Corr. 3rd Pri Edition
Contributor(s): Peters, Keith (Author)
ISBN: 1590597915     ISBN-13: 9781590597910
Publisher: Apress
OUR PRICE:   $44.99  
Product Type: Paperback - Other Formats
Published: April 2007
Qty:
Annotation: Now updated with information on ActionScript 3.0, this guide teaches animators how to use Flash ActionScript to move the objects in their movie, rather than letting Flash's tween engine do it for them. The benefit of this is smaller, more realistic, more dynamic, interactive movies that literally seem to come alive on the screen.
Additional Information
BISAC Categories:
- Computers | Digital Media - Video & Animation
- Computers | Web - Web Programming
- Computers | Software Development & Engineering - General
Dewey: 006.78
Physical Information: 1.2" H x 7.3" W x 9.2" (2.20 lbs) 568 pages
 
Descriptions, Reviews, Etc.
Publisher Description:

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.