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Chapter 4. Animation Principles

Chapter 4. Animation Principles

In this chapter, we will cover:

  • Static shifting of a ball

  • Timed shifting of a ball

  • Animation timed draw-and-erase cycles

  • Two balls moving unimpeded

  • A ball that bounces

  • Bouncing in a gravitational field

  • Colliding balls with tracer trails

  • Elastic ball against ball collisions

  • Dynamic debugging

  • Trajectory tracing

  • Rotating a line and vital trigonometry

  • Rotating lines which rotate lines

  • A digital flower


  

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