Great - that will do the trick Scott!
I think it would be good to separate the number series generated from the
action - so that you could animate various properties not just the loc, and
also it may have a very minor speed benefit at the cost of slower start.
From a couple of tests you can't
David, better mathematicians than I could probably do this better,
but this does what I think you're after:
function logScale pDistance, pNumSteps
put pDistance / pNumSteps into stepSize
put 0 into tNum
put 0 into seriesA
repeat while tNum pDistance
add stepSize to tNum
put
Thanks Mark... now to mash up the two scripts!
On 15/07/07, Mark Smith [EMAIL PROTECTED] wrote:
David, better mathematicians than I could probably do this better,
but this does what I think you're after:
function logScale pDistance, pNumSteps
put pDistance / pNumSteps into stepSize
put
Oh - this is the on I did for animating the texsize (without acceleration):
setprop text_Zoom [someSpeed] maxSize
if someSpeed is empty then put 2 into someSpeed
put item -1 of maxSize into maxSize
put the long id of the target into targetObject
put (the textsize of targetObject) +
Recently, David Bovill wrote:
From a couple of tests you can't fluidly animate more than a very small
number of objects at the same time. So generating a lista and passing that
recursively deleting an item each pass may help a little.
By all means, please try it and post your results. In my
I am playing with some animation zoom effects - and have a maths question.
Say I want to scale something between 1 and 72 in10 steps - so i need to
generate a series of numbers between 1 and 72. Now i could just say each
step is 7 - but more natural would be for it to start slower and get faster
Recently, David Bovill wrote:
Are there any ideas for natural type movements - straight acceleration
(maybe with ease in and / or ease out)?
You're welcome to use the following (watch wraps). It's set up as a handler
with parameters to allow for easing (moving) multiple objects at once. So