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	<title>xerode.id &#187; Animation</title>
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	<link>http://www.xerode.net/blog</link>
	<description>The blog and portfolio of Paul Bennett, a 26 year old Flash developer and occasional photographer</description>
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		<title>Play with my balls</title>
		<link>http://www.xerode.net/blog/2009/02/15/play-with-my-balls/</link>
		<comments>http://www.xerode.net/blog/2009/02/15/play-with-my-balls/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 22:13:24 +0000</pubDate>
		<dc:creator>xerode</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Laboratory]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[balls]]></category>
		<category><![CDATA[bitmap]]></category>
		<category><![CDATA[physics]]></category>

		<guid isPermaLink="false">http://www.xerode.net/blog/?p=400</guid>
		<description><![CDATA[Some simple physics-based animation with an unnecessary double entendre]]></description>
			<content:encoded><![CDATA[<p>Recently I had to a test as part of an application for a job as a Flash developer at a London digital agency. Here&#8217;s the brief:</p>
<blockquote>
<p>Have three balls bouncing around the screen.</p>
<ul>
<li>There must be gravity</li>
<li>The balls should bounce off the sides of the screen and back in</li>
<li>The balls should bounce off each other</li>
</ul>
</blockquote>
<p>I&#8217;ve yet to hear back from them, so I decided to do a little bit more tweaking and post it up here. The different types of balls have slightly different properties such as bounciness, mass and size.</p>
<div class="aCenter">[kml_flashembed movie="/flash/experiments/physics/balls.swf" width="400" height="400" fversion="9" useexpressinstall="true" xiredirecturl="http://www.xerode.net/blog/2009/02/15/play-with-my-ballsplay-with-my-balls/" /]</div>
<p>There&#8217;s some basic interactivity, allowing the balls to be picked up and dropped. This can cause a few problems when a ball is dropped in a position that intersects another ball, so I&#8217;ve still got a little bit bug-fixing to do but overall I&#8217;m happy with it.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Yet another flag post</title>
		<link>http://www.xerode.net/blog/2009/01/18/yet-another-flag-post/</link>
		<comments>http://www.xerode.net/blog/2009/01/18/yet-another-flag-post/#comments</comments>
		<pubDate>Sun, 18 Jan 2009 16:07:03 +0000</pubDate>
		<dc:creator>xerode</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Laboratory]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[bitmap]]></category>
		<category><![CDATA[flag]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[Starship Troopers]]></category>

		<guid isPermaLink="false">http://www.xerode.net/blog/?p=347</guid>
		<description><![CDATA[I'm not obsessed with flags, I swear]]></description>
			<content:encoded><![CDATA[<p>This will be the last post about flags, I swear. I&#8217;m not obsessed with them. I&#8217;ve been <a href="http://www.xerode.net/flash/experiments/particles/pspray.html">playing with particles</a> recently, looking at the different ways of drawing to the screen as they all have pros and cons in terms of speed, quality and control. I updated the flag code to use draw( ) instead of merge( ) and used some blend modes to improve the shading. On my 3 year old desktop it runs at roughly the same rate as the previous version but I think it looks an awful lot better.</p>
<div class="aCenter">[kml_flashembed movie="/flash/experiments/flag/perlin2.swf" width="450" height="270" fversion="9" useexpressinstall="true" xiredirecturl="http://www.xerode.net/blog/2008/11/28/a-better-flag-ripple-using-perlin-noise/" /]</div>
<p>It&#8217;s scrappily written but if you want the source code it&#8217;s available on the next page.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.xerode.net/blog/2009/01/18/yet-another-flag-post/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
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		<title>A better flag ripple using Perlin noise</title>
		<link>http://www.xerode.net/blog/2008/11/28/a-better-flag-ripple-using-perlin-noise/</link>
		<comments>http://www.xerode.net/blog/2008/11/28/a-better-flag-ripple-using-perlin-noise/#comments</comments>
		<pubDate>Fri, 28 Nov 2008 19:15:19 +0000</pubDate>
		<dc:creator>xerode</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Laboratory]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[flag]]></category>
		<category><![CDATA[Perlin noise]]></category>
		<category><![CDATA[Starship Troopers]]></category>

		<guid isPermaLink="false">http://www.xerode.net/blog/?p=342</guid>
		<description><![CDATA[More experimenting with BitmapData to improve on a previous idea]]></description>
			<content:encoded><![CDATA[<p>Since my last post on <a href="http://www.xerode.net/blog/2008/11/18/flag-effect-using-bitmapdata-in-actionscript/">animating a flag using ActionScript</a>, I&#8217;ve been looking at how to improve the effect. The answer? Scrap my initial idea and use some of Flash&#8217;s classes.</p>
<div class="aCenter">[kml_flashembed movie="/flash/experiments/flag/perlin.swf" width="450" height="270" fversion="9" useexpressinstall="true" xiredirecturl="http://www.xerode.net/blog/2008/11/28/a-better-flag-ripple-using-perlin-noise/" /]</div>
<p>I used BitmapData&#8217;s <a href="http://en.wikipedia.org/wiki/Perlin_noise">perlinNoise</a> function to generate a grayscale image and played with the values until I found something useful. This image was merged with the flag to provide shading and then used as a displacement map for a DisplacementMapFilter applied to the shaded flag.</p>
<p>The effect was animated by changing the offsets of the Perlin noise, constantly increasing the x offset to provide the scrolling while using Sine waves on the y offset to simulate turbulence. Sine waves were also used to modulate the DisplacementMapFilter&#8217;s x and y displacement values to make the animation less uniform. The frame was then merged with the previous frame, to slightly soften the output.</p>
<p>I&#8217;m more satisfied with this result than my original attempt &#8211; it&#8217;s higher quality and renders faster. Although I pretty much had to disregard my previous work and it&#8217;s still a pretty useless effect, I&#8217;ve learnt more about some classes that&#8217;ll be useful when I come to look at particles and sprite rendering in games.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.xerode.net/blog/2008/11/28/a-better-flag-ripple-using-perlin-noise/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Flag ripple effect using BitmapData</title>
		<link>http://www.xerode.net/blog/2008/11/18/flag-effect-using-bitmapdata-in-actionscript/</link>
		<comments>http://www.xerode.net/blog/2008/11/18/flag-effect-using-bitmapdata-in-actionscript/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 12:52:36 +0000</pubDate>
		<dc:creator>xerode</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Laboratory]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[flag]]></category>
		<category><![CDATA[Starship Troopers]]></category>

		<guid isPermaLink="false">http://www.xerode.net/blog/?p=332</guid>
		<description><![CDATA[I wanted to replicate some of the effects seen in 8 and 16-bit video games, where sprites would be distorted to represent fire or water effects during battles in Pokémon or other RPGs]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been looking at ActionScript&#8217;s Bitmap and BitmapData classes a bit recently as they&#8217;re one area of Flash I&#8217;ve yet to really play around with. <a href="http://www.xerode.net/blog/2008/10/14/space-invader-tiles-in-papervision3d/">I&#8217;ve read from bitmaps before</a> but hadn&#8217;t tried writing to them and as this is a useful technique for visual effects and games, I started looking at it over the weekend.</p>
<p>I wanted to replicate some of the effects seen in 8 and 16-bit video games, where sprites would be distorted to represent fire or water effects during battles in Pokémon or other RPGs. I figured that the simplest way would be to use sine waves to repositon rows or columns of pixels. Add a little animation and I came up with a basic flag ripple effect.</p>
<div class="aCenter">[kml_flashembed movie="/flash/experiments/flag/flag.swf" width="300" height="200" fversion="9" useexpressinstall="true" xiredirecturl="http://www.xerode.net/blog/2008/11/18/flag-effect-using-bitmapdata-in-actionscript/" /]</div>
<p>It&#8217;s a very rough and ready script and the output isn&#8217;t realistic but I&#8217;m going to look at using dynamic gradients and masking or the DisplacementMapFilter class to improve it. With the advent of Flash 10&#8242;s Pixel Bender Filters I&#8217;m guessing that scripting this kind of effect may become obsolete but as a means of teaching myself about writing BitmapData it&#8217;s pretty effective.</p>
<p>In case you&#8217;re wondering, the Flash movie above is an imitation of some of the fake advertising in the <em>Starship Troopers</em> series, using <a href="http://www.flickr.com/photos/xerode/2411915778/in/set-72157604508192493/">one of my photos from an Anonymous protest</a>.</p>
<div class="aCenter"><img src="http://www.xerode.net/images/blog/2008/11/18/starshiptroopers.jpg" width="300" height="220" alt="Join the fight!" /></div>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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