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Certificate in 2D & 3D Animation
ADOBE Flash Actionscript
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- ActionScript is the programming language of the Flash Player runtime. Originally developed as a way for Flash developers to program interactivity, ActionScript enables efficient programming of Flash applications for everything from simple animations to complex, data-rich, interactive application interfaces.
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Prerequisite for learning Action Script is knowledge of the following in
- Giving your movies instructions
- Working with the Actions panel
- Direct typing
- Who are you talking to?
- Controlling movie clips on the stage
- Arguments
- Listening to what your movies are telling you
- Events in Flash
- External events
- Internal events
- Introducing event handlers .
- Introducing variables
- Creating variables and using them with literals and expressions
- Naming variables
- Creating variables
- Using literal values
- Using expressions
- Input and output
- Using string expressions
- Working with numbers
- Other uses for numeric expressions
- Working with Boolean values
- Logic operators
- Arrays
- Reasons for using arrays
- Arrays let you store related information together
- Arrays let you hold information in a specific order
- Arrays let you index information
- Arrays let you link information
- Creating a new array
- Typing an array
Using variable values as offsets
Movies That Decide for Themselves
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- Decision making
- Making decisions in ActionScript: The if action
- Defining a decision
- Alternative actions
- Acting on alternatives: The else action
- More than one alternative: The else if action
- Handling lots of alternatives: The switch action
- Switching without breaks
- Timeline loops
- ActionScript loops
- while loops
- Useful things to do with while loops
- for loops
- init
- condition
- next
- Some useful examples of for loops
- Simple loop
- Reverse loop
- Two at a time
- Looping through elements in an array
- Applying an operation to all the elements in an array
- Searching an array for a specific value
- Cross-indexing a pair of arrays
- Hangman
Movies That Remember How to Do Things
- Breaking down a task
- Bundling actions and running them afterward
- Using anonymous and named functions
- Using functions to hide evil math
- Using functions to take care of repetitive jobs
- Choosing which actions to bundle and where
- Arguments and redundancy
- Local variables and modular code
- Returning values from a function
- Typing functions
- Running in circles
- Nesting functions
- Using nested functions
- Using more function nesting to tidy up your script
- Introducing objects and classes
- Type and object-oriented programming
- Classes, generalization, and abstraction
- Seeing arrays in a new light
- The Array constructor method
- Other Array methods
- Array properties
- Creating classes and objects (instances) in Flash
- Instances
- The Object object
- Viewing an object in Flash
- Constructors
- Objects, objects, everywhere
- Lurking objects
- Making a show reel
- Movie clips and buttons as objects
- Symbol types and behaviors
- Two sides of the same object
- Working with Library items
- Let chaos reign
- Bitmap caching
- The other side of bitmap caching
- Bitmap caching and RAM
- Changing the appearance of a cached movie clip
- When to use bitmap caching
- Referencing different timelines with ActionScript
- Different place, different variable
- Locating variables from inside an event handler function
- Reusing handler functions
- The apply method
- Global variables
Reusable Code and Realistic Movement
- Breaking down big tasks into smaller ones
- Black-box programming
- Creating simple components
- Creating a modular set of playback controls
- Dark Valentine
- Modular control of movie clips
- How to simulate realistic movement
- Motion with acceleration
- Trailing the pointer (a mouse follower)
- Understanding the inertial code
- Fine-tuning the component
- Function-based modular code
- Swarming behavior
- Taking the swarming effect forward
- Creating tweens with ActionScript
- Using import to access the Tween class
- How to use the Tween constructor function
- Understanding the transition types
- What is a sprite?
- Control
- External and internal data
- Movement
- Collision
- Planning zapper
- The game world (the main timeline)
- gSCREEN_TOP, gSCREEN_BOTTOM, gSCREEN_RIGHT, and gSCREEN_LEFT
- score
- level, skill, and accel
- speed
- shipDead, fired, and gSHIP_HEIGHT
- The timeline
- The code
- Global constants
- The “start game” trigger
- The player (the ship)
- The SwarmAlien
- alienSpawn()
- onEnterFrame
- alienBrain()
- alienReincarnate()
- The SwarmAlien code
- The bullet
- The debris of war
Adding Sound to Flash
- Choosing the right sound format
- Using sound on a timeline
- Using the ActionScript Sound class
- Playing sounds from ActionScript
- Attaching sounds to a sound instance
- Starting and stopping sounds
- Creating dynamic soundtracks
- Using ActionScript to control volume and balance
- Dealing with large sound files
- Using compression to reduce download times
- Loading sound from external files
- Silence can also be golden
Working with Multimedia
Responding to Events |
Flash Action Script Excercise
3D Studio Max is
a tool from Kinetix for making 3D Models and Designs
and also to create simple as well as complex 3-Dimensional Animations.
FOR SALIENT FEATURE & APPLICATIONS
3D Studio Max TOPICS COVERD
Course
Duration
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Fees
(Indian RS.)
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Fees
(US $)
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535
sessions of 1 hr. each
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66,500
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1900
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