This
is my second Flash animation — my first one is here
— so I'm still learning.
From
what I've noticed, many animators who use Flash to make something resembling
a particle system seem to take the same approach: they
first toss out onto the stage a predetermined number of particles, and
then choreograph the behaviours of those particles.
I've
taken a different approach here: With each new puff of smoke, I spawn
a new layer. The layer's lifespan is determined by the visibility of
its alpha channel — an alpha channel which fades over time. I,
as animator, have no idea how many layers exist on screen at any given
moment, nor do I care. I let the computer worry about that. This seems
to me to be a good way of thinking about smoke, fireworks, and other
effects animation within the Macromedia Flash environment.
One
problem: I've been having a hard time under this methodology figuring
out how to use Flash's Mask Layers.
It's
just been out of luck that I was able to choreograph the smoke puffs
such that they faded out before leaving the region defined by the oval
outline. I wasn't so lucky with the water glints. It was a lot harder
to "contain" them within the oval region and behind the splayed
currency. Because of that fact, I had to fall back to the more typical
approach of placing a predetermined number of glints in various places
and limit the extent of their potential wanderings. What I wanted to
do was create the sun glints in the same way I created the smoke puffs:
one glint per layer. I also wanted the glints to shimmer as their action
scripts dictated without limitation, and to have their appearance clipped
back by a masking layer. The problem is that masking layers have to
be the topmost layer, and they seem to only affect the layer immediately
below them. Advice on how to keep my mask layer on top, and how to have
it affect all of the many layers stacked below it, would be appreciated.
Joseph
Francis, 7/13/2003
Any
ideas?