Experimentation using Flash Player 10’s new Drawing API drawTriangles method.
Here perlin noise is used as the source for moving vertices of a mesh according to colour values.
Experimentation using Flash Player 10’s new Drawing API drawTriangles method.
Here perlin noise is used as the source for moving vertices of a mesh according to colour values.
For many projects these days I find that just about everything is created in code except for a handful of elements that need to be created in the Flash IDE. In these cases on small projects I recently discovered this method of embedding each asset class within a swf file very handy.
You can define any stage instances within the asset as public variables in the defining class. This will mean everything is strongly typed and nice and tidy. Just make sure “Automatically declare stage instances” is turned off in your ActionScript 3 settings. It’s probably easiest if I show you what I mean.
package com.publicreative.assets { import flash.display.MovieClip; import flash.text.TextField; // In the assets.fla library you set the linkage class to the symbol definition here [Embed(source="/assets.swf", symbol="DemoTextField")] public class DemoTextField extends MovieClip { // there is a textfield on the stage with this instance name public var field_txt:TextField; public function DemoTextField() { } } }
So now when you want a new DemoTextField… you just need to go.
import com.publicreative.assets.DemoTextField; var _demoTF:DemoTextField = new DemoTextField(); _demoTF.field_txt.text = “some text”;
You can have as many asset classes as you need all published from the same .fla file. Clearly this will get out of hand on a larger project and when assets need to be loaded dynamically. But on smaller projects I think this is an excellent tool to use.
I’ve looked at many frameworks over the years including Cairngorm, Mate, Hive and Gaia to name a few.
None of them have ever really caught my attention enough to feel like I should invest time mastering it.
Enter testing out PureMVC. Obviously this is one of the heavyweights of open source frameworks. I’ve had passing looks at it in the past but never really got into it so thought I’d put together a basic twitter app to give it a go.
The following application simply searches Twitter for the terms “creative”,”inspired”,”amazing” and “bored”,”frustrated”,”stressed” then compares the two sets of positive and negative emotions in a graph to see how inspired the world is feeling at any point in time.
It’s been a while between posts for me. Mainly because I have been heavily involved in creating the Remaster the Classic project for the last month or so.
The site was made for K-Swiss and MTV to promote the K-Swiss Classic Remastered trainer. Users have the opportunity to customise their Classic by expressing their creativity using paint, graphics and uploading images not to mention adding chains, diamonds and/or studs to their shoe.
Designs are applied to the shoe (a Collada model rendered with Papervision, created in Maya) in real time. Users can continue to edit the shoe until they are happy with it and then submit the shoe to the competition and gallery when both the texture and a thumbnail of the designed shoe are saved.
There were many challenges and many (very) late nights but well worth it as the end result has proven to be extremely popular. Below is a high level overview of the site in relation to the functionality of the Shoe.
3d is really exciting us at the moment. Papervision is great but so far we’ve only used primitive shapes within Papervision to do all our work. Chris, our newest arrival in the Public development pit has been amazing us with his 3dsMax skills and of course prompted us to get up with the play and start exporting from Max into flash.
It’s also prompted me, having no 3dsMax experience but plenty of Papervision experience to start having a play. After many hours at work and home coming up to speed with the basics of modelling, lightning and materials and learning how to texture bake and deal with UV maps I think I’ve got a handle on what this is all about.
Here’s the first test. Nothing amazing but the speakers are fully UVW unwrapped in 3dsMax and the textures are baked on.
Next up will be testing animation exported from 3dsMax and some more detailed modeling.
Click image to open: