We present an interactive 3D particle animation which
demonstrates the relationship between the red, green, blue (RGB)
color model and the hue, saturation, value (HSV) model. The former
is best visualized on a cube, the latter on a cone.
Rotate and move the RGB cube in 3D, have it morph into the HSV cone
and back. Download the complete code.

In this Quick Tip I’ll show you how to examine the way visitors are using your websites, widgets and games. Then we’ll look at how to improve them based on this info!
Introduction
Building nice looking websites is great; building websites that have a high Return Of Investment is priceless.
Recently I joined the web team of a Brussels based communication agency, a team with expert knowledge in the fields of user experience design, content strategies, software development, and interaction design. We spend a lot of time on wireframes, storyboards, and prototypes, which guarantees that the functionality and the content of the websites are optimal before any graphical design takes place. This means our websites have a solid base to be built upon, which results in a higher ROI with less time spent on development.
A huge part of our work is under the hood: Google Analytics inside Flash.
This tool…

In my previous tutorial Shoot Out Stars with the Stardust Particle Engine, I explained the basic workflow of Stardust. This time, we’ll take things further and examine a couple of techniques for creating true 3D particle effects!
Introduction
We’ll begin with a demonstration of how to use the Stardust’s native 3D engine. Then, I’ll show you how to get Stardust to work with Papervision3D; we’ll be creating 3D particle effects with Papervision3D’s Particles class and DisplayObject3D class.
Previously…
We’re going to pick up where we left off in the first tutorial. Last time we created star and circle particles shooting out from a point, growing to a maximum size and then shrinking to nothing, while moving gradually slower over time (called a damping effect). This time, we’ll do the same thing, but in 3D. Instead of the particles moving out in a circle, they’ll move out in a sphere.
Step…
Sometimes, Flash just isn’t the right tool for the job at hand. It’s not great at creating textured buttons, for example. Luckily for us Adobe users, Fireworks is – and we can drag an object from Fireworks to Flash in about ten seconds.
This Quick Tip will show you how.
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The creative uses for alpha channel video aren’t limited to your local weatherman. In this Basix installment I’m going to show you how to pull a key in After Effects CS4, how to create an alpha channel video in the Adobe Media encoder, how to use that video in Flash and then we’ll wind up the lesson looking at ways to creatively use alpha channel video in Flash.
Ready? Let’s get started..
Section 1: Introduction
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Section 2: Keying
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Section 3: Encode
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Section Four: Play Alpha Video
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Section 5: Effects
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I just finished uploading a new tutorial that shows you how to use the ByteArray class to parse and display images in formats that Flash doesn’t natively support, in this case BMP. In the tutorial I explain how to read a file specification and translate that into ActionScript 3.0 code. If you need an introduction to the ByteArray class you can check out my slides from the recent workshop I did in Amsterdam.
Lee
We’re making some changes at Activetuts+. From now on, our tutorials will be using class-based code, instead of timeline code, wherever possible. This Quick Tip explains what you’ll need to know.
Why Use Class Files?
I’ll admit it – sometimes, coding entirely on the timeline is useful. It’s a quick way to test out an effect, and the easiest way to sync actions to specific frames of an animation.
But for any project that relies more on code than on animation, there are serious disadvantages. All your ActionScript is trapped inside the FLA file; you can’t split the programming between different developers, you have to copy and paste code if you want to re-use it, and you’re forced to use Flash’s Actions Panel.
Using class files sets your code free. And it’s really no harder than coding on the timeline; it just involves a little more setup. I’ll walk you…
There are bunch of small things that I’ve wanted to blog about so I will just do them all in this post. They are listed below in no specific order.
FITC Amsterdam Workshop Files
Thibault Imbert and I delivered a full-day workshop in Amsterdam on using the ByteArray class. I have already posted the slides from this workshop but I procrastinated a little on uploading the finished ActionScript files. I have finally gotten my act together so you can now download the workshop files. Thanks everyone for coming!
Two Flash Camps in Asia
In two weeks time I will be departing for Tokyo for the first of two Flash Camps in Asia. The second will be in Seoul, Korea. If you are just hearing about this now I regret to inform you that both events sold out within hours. Now I wish I could say that they sold out so quickly because…
I just finished uploading a new tutorial explaining how to create applications that respond to multi-touch gestures like zoom and rotate. This example creates an Adobe AIR 2.0 application as it is currently the only solution that will work cross-platform. I show the application running on both a MacBook Pro and an HP TouchSmart computer. Look for more tutorials on multi-touch once I get some better hardware.
Lee
Three mirror kaleidoscope generates much richer symmetry patterns
than the most common, centrally symmetric two mirror kaleidoscope.
With the help from the Graphics.copyFrom method new to Flash Player 10,
we create a three mirror kaleidoscope AS3 class. You provide a vector or
a bitmap image and the class generates multiple beautiful patterns.
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