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This blog is created and maintained by the technical team at Hook in an effort to preserve and share the insights and experience gained during the research and testing phases of our development process. Often, much of this information is lost or hidden once a project is completed. These articles aim to revisit, expand and/or review the concepts that seem worth exploring further. The site also serves as a platform for releasing tools developed internally to help streamline ad development.

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Hook is a digital production company that develops interactive content for industry leading agencies and their brands. For more information visit www.byhook.com.

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42 Posts since November, 2009

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Posted on March 30th, 2010 by Norm McGarry

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).

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Documentation

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Posted on February 11th, 2010 by Jake

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 [...]

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Posted on February 1st, 2010 by Norm McGarry

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.

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Posted on December 6th, 2009 by Jake

Let me guess, it goes a bit like this: “Click + Drag, crap grabbed the wrong one, slower click, still the wrong item, lock, lock, lock, lock, click, finally. Double Click, crap.. locked..unlock, unlock, unlock, double click, f@&^k!” Managing the seemingly simple act of selecting objects on stage quickly becomes a nightmare for any flash [...]

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Posted on December 4th, 2009 by Chris

Flash 10 saw the introduction of several new API methods that enabled much more control over audio data and playback. Flash 10 now includes the ability to access sound data directly as a ByteArray. This is done via the new event SampleDataEvent. This event is dispatched from a Sound when the player requests new audio [...]

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Posted on December 3rd, 2009 by Jake

So it was one of those mornings, just after the first sweet sip of the morning RedBull, and the boss man pops in to ask a question: “So what do you think about refraction through glass in flash?”. Being the new guy and trying to hide the obvious “deer in the headlights” feeling, I had [...]

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Posted on December 1st, 2009 by Jake

The flash timeline, love it or hate it, you must admit that it will be with us for the foreseeable future. One of the quirks/issues/features of the timeline is that if you have the same instance on two separate keyframes on the same layer, they are really two different instances of the same library object. [...]

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