I recently found an archive of some of my old work. Here’s a nice little animated 3-D microsite I created for Mercedes-Benz World in Brooklands. It requires Flash – so if you’re on mobile, you’ll want Puffin Browser.
I love bringing great still images to life, using subtle animation. I sometimes use 3D/2.5D movement, layer parallax, overlays, character motion or all effects combined. Here are some examples of still images that I’ve brought to life with various effects Continue reading 3D Photo Animation
I created this little Augmented Reality app for a satirical photo contest in the US – a parody of the Pokémon Go fad and a certain US presidential candidate. Continue reading Trumpageddon Go – AR app
I created this little video in After Effects. You can get this video using your logo or image right here.
How to create infinitely varied animation with your Unity characters.
A very powerful feature in the Unity Editor is the Blend Tree. This is an extension to an Animation Controller, which allows you to ‘blend’ the joint movements of multiple animations and control the ratio of blending with one or more parameters.
I knocked up a quick demo to show how you might create a Unity game, which uses either keyboard input, or the accelerometer of a mobile device, without having to change any code, include any third party libraries, or use conditional compilation. Continue reading Unity – automatically choosing key or accelerometer input
The more I play with Unity, the more it feels like the workflow of Flash Pro, whereby you attach scripts to instances of actors on the stage.
I’m not talking about the ‘pure code’ approach that all ActionScripters have become used to now; but the decentralised collection of independent scripts associated with timeline movieclip instances (behaviours, if you will).
For those who have played with any of the above and want a good tutorial to get stuck right into games development with Unity, this (intermediate level) tutorial is great.
You’re using Flash 10’s native 3-D API and notice the projection goes a little skewiff when resizing the window.
You need to reset the stage’s projection centre on stage resize, like so…
var centre:Point = new Point(stage.stageWidth/2, stage.stageHeight/2);
root.transform.perspectiveProjection.projectionCenter = centre;