Triangular Hourglass and
Spaceship
Two pyramids here are put together to create a
very angular looking hourglass. The hourglass
itself represents one shape, though for it to
be properly drawn, its been divided into two smaller
shapes - two pyramids. The idea is to keep those
simple shapes related properly to each other as
to not allow any unusual overlapping.
[
rendered hourglass shape of two pyramids ]
Steps to Create Animation (partial)
- The
process in making this happen is actually quite
simple. There's basically nothing new. Each
movieclip for each pyramid is simply treated
as faces of a divided shape. In fact, its the
same concept - a complex shape divided into
smaller ones, only here, instead of dividing
the shape into single faces, it's just divided
into 2 simpler shapes. Given the layout of this
hourglass, though, we won't even have to get
an average z depth for each pyramid since any
one of the outside points will suffice. This
won't always be the case - this example is just,
luckily, set up for that to be applicable. Here's
what the setup looks like:
Complications Never Cease
That was a relatively straight-forward example
of simple shape swapping to overcome the overlapping
issue. It isn't always as easy though. Consider
the following example of a long shape and its
relation to two other shapes. in a 3D space.
[
complicated positioning ]
Given a straight-on view of the shapes, the appropriate
overlapping for each polygon is not directly proportional
to their relation to the screen. After all, the
middle triangle is long and actually is both closer
and further away than the other two smaller triangles.
Since two of the three points of that triangle
are also far back in the space, using an average
of those points may still not appropriately represent
a correct position of depth for that triangle
in relation to the others. Instead, what will
be needed is an extra point - one that won't be
used in drawing, to represent the position of
that shape in regards to the others.
|
WARNING!
Using Extraneous Points for Depth Calculations |
This process
won't always work. It depends on the
design of the shapes and how well they
can interact with each other in the
given space. You might find yourself
in a position where no matter how you
look at it, there may be no easy way
to correctly solve for overlapping,
at which case a redesign is in order. |
|
Complex Spaceship
This is a slightly more advanced application
of 3D in Flash using a few tricks mentioned earlier.
Though apparently one shape, it's really broken
down into four simple shapes (not counting the
windshield which accounts for another two). To
get past some depth issues, it makes four new
points (visible in holding down the spacebar)
for controlling depth relations of those clips.
[
rotating spaceship ]
It's Not Over!
This is not the end of the road for all and everything
there is 3D. There are many methods of implementation
and other forms of camera control (especially)
which you can play with given the proper background
in Linear algebra with the use of matrix methods
etc. - those very things which were avoided here
to avoid complexity and confusion. This tutorial
was just meant as a kick-starter for 3D for beginners
and, for most purposes, all that is really needed
when it comes down to the use of 3D in Flash.
A lot can be done with the knowledge provided
here, but there's always more to know and always
more which can potentially be done with that which
is currently unknown.