Building Click-and-Rotate Content in Flash - Part 5
By: David Stiller on Tuesday, September 15, 2009
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In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3-D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as click-and-scrub input fields.
In Part 4, of this series, we explored "out of the box" implementations of the basic click-and-rotate concept. In that article, "rotating" became "scrubbing"; that is, the action that began as spinning a jet plane evolved into scrolling a list of numbers, which were converted to letters, re-interpreted as different font faces, and could even have been used to adjust the volume of an audio clip. As cool as that was, all of the code for this click-and-scrub routine was located in a keyframe script. Here in Part 5, we'll make that code portable by moving it into a custom class.
The Building Click-and-Rotate Content in Flash Series:
Building Click-and-Rotate Content in Flash - Part 1
Building Click-and-Rotate Content in Flash - Part 2
Building Click-and-Rotate Content in Flash - Part 3
Building Click-and-Rotate Content in Flash - Part 4
Building Click-and-Rotate Content in Flash - Part 5
Building Click-and-Rotate Content in Flash - Part 6
Building Click-and-Rotate Content in Flash - Part 7
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