Now I have to get this swarm of squares to look like a school of fish, I played around with the physics settings, my A-level physics and (erm... unfinished...) A-level maths has given me a basic understanding of the functions, so I didn't need to spend to much time understanding the capabilities to a laymans level, although the possibilities are vast, and I think it'll be more a case of "oh that looks cool" rather than pre planned when it comes to the final animation.
I Whacked up the turbulence>affected position function amongst others, this means the squares will move according the the particles (other squares) around them, much like a school of fish. I then got into expressions, little pieces of programing code that affect the animation. It's great! you can use trig to plot the movement of an object along a path, and...
... and I wondered why they called people who used photoshop and illustrator designers and people who use aftereffects and flash geeks...
I tried to make the squares move more randomly, so I used the wiggle(x,y,z) expression within the position function, where the parameters in the brackets are that of the 3 axis you're using. The expression will randomly plot a path within those 3 parameters along the keyframed position.
But in comparing an animation with and without wiggle, wiggle was just to sketchy.
tj -x-
Friday, 8 February 2008
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