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	<title>Comments on: Blur on rotationY = 0? Use transform.matrix</title>
	<atom:link href="http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/</link>
	<description>ActionScript programmer / Flash developer Edgars Simsons on professional stuff</description>
	<lastBuildDate>Mon, 08 Mar 2010 15:06:53 +0000</lastBuildDate>
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		<item>
		<title>By: edzis</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-16</link>
		<dc:creator>edzis</dc:creator>
		<pubDate>Tue, 09 Jun 2009 09:28:54 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-16</guid>
		<description>He he :D This makes me think about what JR wrote:
&lt;blockquote&gt;&quot;Apparently any children of a displayObject who has rotationY applied also inherit the the Matrix3D object so the child also need to be reset.&quot;&lt;/blockquote&gt;

So maybe you could try to loop trough the children tree of step1 and set the matrix to items in all levels.</description>
		<content:encoded><![CDATA[<p>He he <img src='http://www.edzis.com/wordpress/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  This makes me think about what JR wrote:</p>
<blockquote><p>&#8220;Apparently any children of a displayObject who has rotationY applied also inherit the the Matrix3D object so the child also need to be reset.&#8221;</p></blockquote>
<p>So maybe you could try to loop trough the children tree of step1 and set the matrix to items in all levels.</p>
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	<item>
		<title>By: Jimmy</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-15</link>
		<dc:creator>Jimmy</dc:creator>
		<pubDate>Tue, 09 Jun 2009 09:21:22 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-15</guid>
		<description>Ok thanx so much.

I made the front mc invisible and rotated the back mc, and it&#039;s close to what I&#039;m looking after. 1 Problem thou: Now when I apply new matrix the step1 mc suddeny jumps and it looks much more uglier than the bure itself :)

Thanx anyway!</description>
		<content:encoded><![CDATA[<p>Ok thanx so much.</p>
<p>I made the front mc invisible and rotated the back mc, and it&#8217;s close to what I&#8217;m looking after. 1 Problem thou: Now when I apply new matrix the step1 mc suddeny jumps and it looks much more uglier than the bure itself <img src='http://www.edzis.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanx anyway!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: edzis</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-14</link>
		<dc:creator>edzis</dc:creator>
		<pubDate>Tue, 09 Jun 2009 09:08:12 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-14</guid>
		<description>the solution I suggested makes your step1 go to rotationY 0. But I see no code for the front and back faces.

function tweenStep2(){
step1.front_mc.rotationY = 180;
step1.back_mc.rotationY = 0;
step1.transform.matrix = new Matrix(step1.scaleX, 0, 0, step1.scaleY, step1.x, step1.y);
}

or for better performance you could just make the new back face invisible.</description>
		<content:encoded><![CDATA[<p>the solution I suggested makes your step1 go to rotationY 0. But I see no code for the front and back faces.</p>
<p>function tweenStep2(){<br />
step1.front_mc.rotationY = 180;<br />
step1.back_mc.rotationY = 0;<br />
step1.transform.matrix = new Matrix(step1.scaleX, 0, 0, step1.scaleY, step1.x, step1.y);<br />
}</p>
<p>or for better performance you could just make the new back face invisible.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jimmy</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-13</link>
		<dc:creator>Jimmy</dc:creator>
		<pubDate>Tue, 09 Jun 2009 08:57:30 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-13</guid>
		<description>Hi and thanx for the answer!

Yes exactly like that : container clip with 2 children: front and back. I&#039;m using TweenLite for the tween and used the gotoandlearn tut code from here: http://www.gotoandlearn.com/play?id=91

Some of my code:

function tweenStep1():void{
	TweenLite.to(step1, 1.5, {rotationY:180, x:84, y:100, scaleX:1, scaleY:1, ease:Expo.easeOut, onComplete:tweenStep2});

	addEventListener(Event.ENTER_FRAME, loop1);

	function loop1(e:Event):void{
	if (step1.rotationY&gt;90 &amp;&amp; step1.rotationY= 360){
		step1.rotationY = 0;
		}
	}


}

Then if I add new matrix in the next func:

function tweenStep2(){
step1.transform.matrix = new Matrix(step1.scaleX, 0, 0, step1.scaleY, step1.x, step1.y);
}

the container clip step1 goes to rotationY:0

Any further help pls?</description>
		<content:encoded><![CDATA[<p>Hi and thanx for the answer!</p>
<p>Yes exactly like that : container clip with 2 children: front and back. I&#8217;m using TweenLite for the tween and used the gotoandlearn tut code from here: <a href="http://www.gotoandlearn.com/play?id=91" rel="nofollow">http://www.gotoandlearn.com/play?id=91</a></p>
<p>Some of my code:</p>
<p>function tweenStep1():void{<br />
	TweenLite.to(step1, 1.5, {rotationY:180, x:84, y:100, scaleX:1, scaleY:1, ease:Expo.easeOut, onComplete:tweenStep2});</p>
<p>	addEventListener(Event.ENTER_FRAME, loop1);</p>
<p>	function loop1(e:Event):void{<br />
	if (step1.rotationY&gt;90 &amp;&amp; step1.rotationY= 360){<br />
		step1.rotationY = 0;<br />
		}<br />
	}</p>
<p>}</p>
<p>Then if I add new matrix in the next func:</p>
<p>function tweenStep2(){<br />
step1.transform.matrix = new Matrix(step1.scaleX, 0, 0, step1.scaleY, step1.x, step1.y);<br />
}</p>
<p>the container clip step1 goes to rotationY:0</p>
<p>Any further help pls?</p>
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	<item>
		<title>By: edzis</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-12</link>
		<dc:creator>edzis</dc:creator>
		<pubDate>Tue, 09 Jun 2009 08:48:26 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-12</guid>
		<description>If you want to kill the blur, you have to find a way to go back to the 2D space.
I imagine you have a Sprite with 2 children - one facing the front and another the back. If so, you could play the flipping animation and once it is done flip the children to the other sides (what was rotationY 180 now becomes 0 and vice versa) and set the container back to rotationY 0 and use set the transform matrix.</description>
		<content:encoded><![CDATA[<p>If you want to kill the blur, you have to find a way to go back to the 2D space.<br />
I imagine you have a Sprite with 2 children &#8211; one facing the front and another the back. If so, you could play the flipping animation and once it is done flip the children to the other sides (what was rotationY 180 now becomes 0 and vice versa) and set the container back to rotationY 0 and use set the transform matrix.</p>
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	<item>
		<title>By: Jimmy</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-11</link>
		<dc:creator>Jimmy</dc:creator>
		<pubDate>Tue, 09 Jun 2009 08:31:35 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-11</guid>
		<description>I&#039;m having the same blurry problem when rotating Y. But this fix doesn&#039;t really work for me cos the clip has to stay at 180 Y rotation when the tween finishes.

Any help on this?

Thanx</description>
		<content:encoded><![CDATA[<p>I&#8217;m having the same blurry problem when rotating Y. But this fix doesn&#8217;t really work for me cos the clip has to stay at 180 Y rotation when the tween finishes.</p>
<p>Any help on this?</p>
<p>Thanx</p>
]]></content:encoded>
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	<item>
		<title>By: Benoit Deldicque » Blog &#187; Blog Archive &#187; Flou avec rotationY=0 : utiliser transform.matrix (ActionScript 3.0)</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-10</link>
		<dc:creator>Benoit Deldicque » Blog &#187; Blog Archive &#187; Flou avec rotationY=0 : utiliser transform.matrix (ActionScript 3.0)</dc:creator>
		<pubDate>Sun, 07 Jun 2009 07:55:14 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-10</guid>
		<description>[...] de votre objet. Utilisez le code suivant : monObjet.transform.matrix = new Matrix(); Lien: Flash notes by Edzis. Flash &amp; [...]</description>
		<content:encoded><![CDATA[<p>[...] de votre objet. Utilisez le code suivant : monObjet.transform.matrix = new Matrix(); Lien: Flash notes by Edzis. Flash &amp; [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Anders</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-8</link>
		<dc:creator>Anders</dc:creator>
		<pubDate>Wed, 18 Mar 2009 18:29:07 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-8</guid>
		<description>Great fix, i solved the repositioning issue by setting a variable to the x position just before resetting the matrix, and then quickly applying that x position back on right after the reset. Probably lots of better ways of doing this but it seems to work fine.

Heres some of my code:

function resetMatrix(curNum:int) {
	var curMc:DisplayObject
	curMc = holder_mc.getChildByName(&quot;child&quot;+curNum);
	var xPos:int = curMc.x
	curMc.transform.matrix = new Matrix();
	curMc.x = xPos;
}</description>
		<content:encoded><![CDATA[<p>Great fix, i solved the repositioning issue by setting a variable to the x position just before resetting the matrix, and then quickly applying that x position back on right after the reset. Probably lots of better ways of doing this but it seems to work fine.</p>
<p>Heres some of my code:</p>
<p>function resetMatrix(curNum:int) {<br />
	var curMc:DisplayObject<br />
	curMc = holder_mc.getChildByName(&#8220;child&#8221;+curNum);<br />
	var xPos:int = curMc.x<br />
	curMc.transform.matrix = new Matrix();<br />
	curMc.x = xPos;<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-7</link>
		<dc:creator>David</dc:creator>
		<pubDate>Tue, 17 Mar 2009 21:45:54 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-7</guid>
		<description>Hey Edzis,

I came across this problem earlier. I saw what you wrote above but still cant figure about how to apply it to an existing movieclip I have on the stage. I added your code but I dont know how to apply the displayObject to an existing movieclip. Im fairly new to AS3 so any help on this would be greatly appreciated.

Thanks,

David</description>
		<content:encoded><![CDATA[<p>Hey Edzis,</p>
<p>I came across this problem earlier. I saw what you wrote above but still cant figure about how to apply it to an existing movieclip I have on the stage. I added your code but I dont know how to apply the displayObject to an existing movieclip. Im fairly new to AS3 so any help on this would be greatly appreciated.</p>
<p>Thanks,</p>
<p>David</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: edzis</title>
		<link>http://www.edzis.com/2008/11/blur-on-rotationy-0-use-transformmatrix/comment-page-1/#comment-6</link>
		<dc:creator>edzis</dc:creator>
		<pubDate>Fri, 23 Jan 2009 10:40:24 +0000</pubDate>
		<guid isPermaLink="false">http://edzis.wordpress.com/?p=11#comment-6</guid>
		<description>Thanks, JR, for the note - didn&#039;t think of this.</description>
		<content:encoded><![CDATA[<p>Thanks, JR, for the note &#8211; didn&#8217;t think of this.</p>
]]></content:encoded>
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