Scripts, Tools & Methods Developed at Hook
42 Posts since November, 2009
Kutout is an as3 (Actionscript 3) open-source library and sample application for image extraction and object extraction from images in Flash. The methodology behind the approach was taken from the java implementation of a pre-existing open-source solution called SIOX (Simple Interactive Object Extraction).
Download Hook Deep Copy Lets say you are an epic flash button maker, and you have just finished your latest masterpiece. This is good news, everyone in the office rejoices, flood waters recede, the hungry get fed, and world peace overcomes the planet. (I wasn’t kidding about epic). Your new piece of hotness is released [...]
While position-based dynamics can quickly create cool IK and rope effects due to its particle/constraint structure, it is often mentioned solely in the context of cloth and soft-body simulation while rigid body dynamics are only hinted at, and for good reason. Most behaviors of position-based systems are emergent and make much of the work feel [...]
Different Approaches to Simulate Motion Blur in Flash A better title for this set of experiments would be “The art of making things smudgy in Flash”. Since that is basically what we are doing here. The retina works a bit like the film in a traditional camera. Light energy comes in, stimulates part of the [...]
A new version of this panel can be downloaded here. The Flash IDE has the ability to position shapes and instances on fractional pixels; unfortunately the Flash player does not have the ability to correctly render items placed on fractional pixels. The result is that anything not placed on whole pixels will look like crap [...]
Recently, I was having a weird issue with shading flickering while working on a project with Away3D. I wanted to use basic lighting with the WhiteShadingBitmapMaterial class.
In my last post I went over basic velocity-less integration and constraint systems to create some simple and easy inverse kinematic dynamics. Before moving on to more complicated fair like rigid bodies and particle systems from that groundwork, I wanted to try and apply those basic principles to something a little more tangible. After all, [...]