Do you mean he should use Flint or something like that?

On Mon, Apr 19, 2010 at 5:03 PM, savagelook <[email protected]>wrote:

> It might be a little heavy of a solution, but could you make your
> electrons into particle emitters to leave a tail behind.  Make the
> particles small, a reasonable count, and a short life span and you
> might get the effect you are looking for.
>
> On Apr 18, 10:02 pm, Vic <[email protected]> wrote:
> > My first aw3d project
> > (http://www.vicware.com/flash/Flyover/FlyOver03.html) was
> > functionality-wise a total failure but a very good education as far as
> > the potential and usage of aw3d.
> >
> > I just did my next project -
> http://www.vicware.com/flash/Atom/atom02.html
> > which I thought would be much easier than the first one. It wasn't as
> > easy
> > as I thought it would be, although it looks pretty simple.
> >
> > Just a few notes, if anyone is interested:
> >
> > If you look at the demo you'll see the atom - you can spin it, and add
> > and
> > remove, with toggles, the parts to the atom (electron shell, nucleus,
> > etc).
> > I even have the protons and neutrons in the nucleus randomly jiggling,
> > as
> > often depicted in film and video. The element is fictional
> > (Vicwarium), but
> > theoretically I could make any real or made-up atom I want now that I
> > have this set up. (btw, note that at this scale, the nucleus would be
> > more
> > or less invisibly tiny, if this was supposed to be a completely
> > realistic
> > depiction of an atom. But it needed to be more interesting and I think
> > it's more educational this way).
> >
> > As far as aw3d goes, I still had problems dealing with 3d containers
> > within
> > other containers, and children of children, and so forth. One thing I
> > can pass
> > on to other new users, is that you basically want to create the
> > broadest or
> > most-outer container for a series of other objects early in your
> > assembly
> > of objects, which terribly confused me until I got it. Even with all
> > the posts
> > and the aw3d tutorials I read.
> >
> > In this way, you can assign pivot points of separate elements to the
> > previously
> > declared main container, and in this way everything stays centrally
> > pivoted. I
> > was working it the other way around - it seemed logical to load a
> > bunch of
> > objects and then try to line them up within the main container last.
> > That was
> > wrong. It cost me a lot of time because nothing would ever pivot
> > correctly.
> > I'm sure it was in the docs or in all the posts I've read, but I
> > didn't get it
> > until I figured it out.
> >
> > Another subject is owncanvas. If you look at the electron orbits they
> > appear
> > behind and in front of the nucleus perfectly as everything rotates.
> > But I also
> > wanted to soften the orbits a little and maybe give them a slight
> > glow. You
> > can't assign any filters to an object without owncanvas'ing it. But
> > when I
> > owncanvas'ed the orbit rings, I then lost proper z-sorting of the
> > rings and
> > nucleus and it all fell apart. I tried all kinds of pushfronts and
> > pushbacks
> > too. But the only sure thing was to leave owncanvas false. Strangely
> > enough, the moving electrons have a glow filter (owncanvas true) and
> > they properly hide behind and pass in front of the nucleus.
> >
> > One other thing - I wanted to have the electrons leave a motion-blur
> > smear
> > or tail lagging behind the as the electrons orbited. The electrons do
> > have
> > a glow filter, and I tried a number of different things, but couldn't
> > get it
> > to work properly. I have some ideas on how to accomplish this, but I
> > don't think I know what to do. Does anyone have any suggestions or
> > tricks on how to get an object or container to do this?
> >
> > Thanks for your time.
> > Vic
> >
> > --
> > Subscription settings:
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>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

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