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  1. #1
    Join Date
    Jul 2007
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    158

    AMS Object Animator ver 1.0

    After the TextAnimation plugin, I decided to make a tool for animating all of the objects also.

    So there you go, all you need to do:

    1. Run the application
    2. Input the information
    3. Draw the path of animation

    At last you got two ways to input the code into your project file:

    First; let the application put the code automaticliy By click on 'set Code', select the project am6 or am7 file, then paste the calling code wherever you want to start the animation.

    Second; Click on 'Get Code' and paste the entire code wherever you want.

    Here is some cartoon for example:



    Have fun & Bug report please
    Attached Files

  2. #2
    Join Date
    Jun 2006
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    62
    CuteCuteCute

  3. #3
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    Nov 2006
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    Quebec, Canada.
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    Wow, that's a nice idea. I will definitely have to try that!

  4. #4
    Join Date
    Jun 2006
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    Thats cool It might be an idea not to record every pixel but maybe 1/10 and then interpolate between the points for less code and a smoother motion.This could make editing the path once its been set quite simple to.

  5. #5
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    Quote Originally Posted by clueless View Post
    It might be an idea not to record every pixel but maybe 1/10 and then interpolate between the points for less code and a smoother motion.This could make editing the path once its been set quite simple to.
    You're right, I'll keep it in mind for version 2, and I also want to give user the option for putting the code on every parts of project that he wants.

  6. #6
    Join Date
    Jul 2002
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    Just South of Reality
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    Very nice.
    Have you considered using the Timer event to accommodate concurrent animations?

  7. #7
    Join Date
    Jul 2007
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    1,512
    very nice been off with a ill pc now its all better again people have made some really good things AMS 7 .. kool work

  8. #8
    Join Date
    Jul 2007
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    158
    Quote Originally Posted by holtgrewe View Post
    Have you considered using the Timer event to accommodate concurrent animations?
    I didn't use timer event because I think maybe it's needed by user for other codes...

    Quote Originally Posted by arb View Post
    and I also want to give user the option for putting the code on every parts of project that he wants.
    But I already think for doing somthing with timer, Thanks for suggestion.

  9. #9
    Join Date
    Jun 2006
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    I'm doing some animation stuff at the moment that requires some interpolation functions , ill post some code when they are done. You may find it useful.

  10. #10
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    Jul 2007
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    Quote Originally Posted by clueless View Post
    You may find it useful.
    Of course it will...,
    Lets try somthing about time line, do u agree?

  11. #11
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    Jun 2006
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    i had no idea how involved interpolation is. ... me and my big mouth.
    In general, linear interpolation between two quantities (scalars or vectors or any other quantities) can be written:

    I = (1 - a) * V1 + a * V2 = V1 + a * (V2 - V1)

    Where I is the interpolated value, V1 and V2 are the values you're interpolating between, and a is a parameter in the range [0, 1]. When a = 0, I = V1 and when a = 1, I = V2. When a is outside the range, you are extrapolating. The parameter, a, is called "normalized time" when it refers to the motion of objects.
    Im working on the code now though, should have something in a day or so.. maybe.lol

  12. #12
    Join Date
    Jun 2006
    Location
    UK SouthWest
    Posts
    420
    This is some of the best advice ive had on this subject so far..
    Current.X = Start.X + (End.X - Start.X) * t
    Current.Y = Start.Y + (End.Y - Start.Y) * t

    Now t varies from 0 ( Current = Start ) to 1 (Current=End)
    How you calculate t determines how the the point moves.

    You can do a simple loop, and just add a constant value to t
    t = t + 0.01 ..say
    That will move the point from start to end in 100 "frames" (times round the loop)

    Doing it that way means that if you have multiple points, moving along different lines.. all the points will reach the end of the line at the same time.
    Regardless of how long each line is.

    You could have a "end time" and calculate t based on that, and the number of frames you done so far.
    t = FrameCount / EndTime
    Each line could have it's own EndTime, so the points can reach the targets at different times.

    You could them move at a constant speed instead, by calculating "EndTime" to be (related to) the length of line.
    t = Speed * FrameCount / LengthofLine
    would move the point "Speed" units (pixel?) per frame along the line.
    Each line could have it's own Speed.

    You could also calculate t based on "actual time ellapsed", rather than number of frames done.

    The first bit is your "base"... makes the point move along the line.
    Then it's how you calculate t that determines exactly how / how fast that happens.
    This seems quite workable
    Last edited by clueless; 07-01-2008 at 09:31 AM.

  13. #13
    Join Date
    Oct 2006
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    Very intresting Plugin

  14. #14
    Join Date
    Jul 2007
    Posts
    158
    Thanks clueless in advice,

    I'm working on a window Collapse/Expand project right now, and after release that i'll continue to upgrading the Animator, and of course i hope to not fire at company just for this high trafic of work.

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