This document is part 2 of a tutorial on teaching a dragon to fly in Alice. It discusses how to change camera views by setting the camera's point of view to previously saved dummy object views. It also covers creating a new "fly" method for the dragon object to animate its wings flapping. The method uses do together blocks to sequence moving the dragon's right wing up and down to simulate flapping flight.
1 Dynamics overview:
What we can do with Maya Dynamics ?
Architecture and Features.
What will we learn in this topic ?
2 Getting started with Particle Tool:
Started creating Particle with Particle Tool.
Understanding Particle objects: creating, display attributes, setting render,
render view, ...
1. Create with Ram menterial:
What is Object Desintegration ?
How to create a Object Desintedgration with Ram
menterial ?
2 Create with nCloth:
What is nCloth ?
How to create a Object Desintedgration with nCloth?
1 Basics:
What is Emitters ?
Emitter Tool.
Working with type Emitters: omni, directional and volume.
Create Emitters from Object.
2 Examples:
The spacecraft flight.
Open Water Tap.
1 Overview Particle Goal :
What is Particle Goal ?
What we can do with Particle Goal ?
2 Integrated with Particle Goal :
Create Integrated with Particle Goal.
Practical situations.
3 Exercise:
Create a virtual experiments.
1.The Particle Instanter :
What is Particle Instanter ?
What we can do with Particle Instanter ?
How to create a Particle Instanter ?
2 Integrated with Particle Instanter :
Create Integrated with Particle Instanter.
Practical situations.
3 Exercise:
Flying lanterns.
1 Create and motion control Particles:
Create particle in different environments.
Parent an object to dynamic motion.
Set key particle.
Motion paths.
2 Examples:
Create a text effect.
Creating a simple virtual experiments.
1 Basics:
Shaders/Materials.
Working with color particle : color, expression, expression shader, ...
2 Texture :
Which type Particle, we can use texture ?
Create textures on Adobe Photoshop.
Apply textures to particles.
3 Examples:
Create a spacecraft flying in the sky stars.
1 Dynamics overview:
What we can do with Maya Dynamics ?
Architecture and Features.
What will we learn in this topic ?
2 Getting started with Particle Tool:
Started creating Particle with Particle Tool.
Understanding Particle objects: creating, display attributes, setting render,
render view, ...
1. Create with Ram menterial:
What is Object Desintegration ?
How to create a Object Desintedgration with Ram
menterial ?
2 Create with nCloth:
What is nCloth ?
How to create a Object Desintedgration with nCloth?
1 Basics:
What is Emitters ?
Emitter Tool.
Working with type Emitters: omni, directional and volume.
Create Emitters from Object.
2 Examples:
The spacecraft flight.
Open Water Tap.
1 Overview Particle Goal :
What is Particle Goal ?
What we can do with Particle Goal ?
2 Integrated with Particle Goal :
Create Integrated with Particle Goal.
Practical situations.
3 Exercise:
Create a virtual experiments.
1.The Particle Instanter :
What is Particle Instanter ?
What we can do with Particle Instanter ?
How to create a Particle Instanter ?
2 Integrated with Particle Instanter :
Create Integrated with Particle Instanter.
Practical situations.
3 Exercise:
Flying lanterns.
1 Create and motion control Particles:
Create particle in different environments.
Parent an object to dynamic motion.
Set key particle.
Motion paths.
2 Examples:
Create a text effect.
Creating a simple virtual experiments.
1 Basics:
Shaders/Materials.
Working with color particle : color, expression, expression shader, ...
2 Texture :
Which type Particle, we can use texture ?
Create textures on Adobe Photoshop.
Apply textures to particles.
3 Examples:
Create a spacecraft flying in the sky stars.
The Adventures of Mike, How to Use Scratch 2.0 to Program Your GameUna Tao
This is the detail guide created by some volunteers for Makeblock, mainly teachers to teach kids to design a game with scratch 2.0 step by step. The game name is The adventures of Mike.
Know more about Scratch 2.0 here: http://wiki.scratch.mit.edu/wiki/Scratch_2.0
mBlock from Makeblock is based on Sratch 2.0, you can design your own games, play robots with mBlock and more!
Get mblock here: http://www.mblock.cc
IST240: Project 4 Active-Learning Exercise – Simple Flight Simulator
Building a Simple Flight Simulator
Problem: In this exercise, you will build a simple flight simulator1. You will start with a water world, add a
seaplane to the world, build events to allow the user to control the plane, and then add other objects to the world
to make it look more interesting. You will create the following keyboard controls for the seaplane:
- turn the plane forward (nose down)
- turn the plane backward (nose up)
- turn left
- turn right
You will also modify world.my first method to keep the plane in motion with its propeller spinning,
and create an event to activate this method while the world is playing. When you are finished, you will have a
world that functions as a simple flight simulator, and that you can further develop on your own into a more so-
phisticated flight simulator or game.
Instructions: First, start a new Alice world and add a seaplane.
1. Open Alice and begin a new world with the water template.
2. Click the ADD OBJECTS button to enter Scene Editor mode, then open the Vehicles folder in the
Local Object gallery.
3. Click the Seaplane Class tile and then click the Add instance to world button to add a sea-
plane to the world.
4. Turn the seaplane so that it is facing away from the camera and slightly to the right, then reposition
the camera using the blue camera control arrows so that the view in the World window looks similar to
the following example.
5. Click the DONE button to return to the standard Alice interface and then save the world with the file-
name, Lab 4-1 flight simulator.a2w, before continuing.
1 G. Shelly, T. Cashman, C. Herbert, “Project 4 - In the Lab 1: Building a Simple Flight Simulator”, Alice 2.0 Introductory
Concepts and Techniques, Thomson Course Technology, 2007, pp. 226-229
Next, you add four events to steer the plane. Begin by creating an event to turn the plane forward, which will
turn its nose downward. You will then copy and modify this event to create the three other steering events.
6. Click the create new event button in the Events area and then select when a key is typed
from the menu that appears. A new When any key is typed, do Nothing tile will ap-
pear at the bottom of the Events area.
7. Right-click the new event tile, point to change to on the menu that appears, then select While a
key is pressed.
8. Click the any key parameter in the new event tile and then select Up from the menu that appears.
9. Click the seaplane tile in the Object tree and the methods tab in the Details area, then drag a copy
of the seaplane turn at speed tile and drop it in the new event following During:. Select
forward and .25 revolutions per second from the menus that appear.
Now copy the event to the Clipboard and, one at a time, build the three remaining turn controls from ...
Introduction to Scratch made during Abu Dhabi International Book Fair 2015.
Dr. Hind Zantout, from Heriot WattUniversity Dubai Campus introduces "Scratch" by demonstrating games and animations, and walking the audience through a few simple exercises, covering important concepts and features. Scratch is designed for children between 8-16 and is provided for free by MIT Media Labs. As children create with Scratch, they learn to think creatively, work collaboratively, and reason systematically.
App name: bopeep
What is bopeep? When parents hides their face one’s hand then we can see kid's expression(like laughing or crying). This app is for very young children, in which one hides (hiding one's face in one's hands) and reappears suddenly.
App name: Data Saver(diànhuàbù)
Because this app purpose is to collect the data from user. This (diànhuàbù) is pinyin from a Chinese character.
This is a handout from a Flash workshop I recently conducted at the National University of Singapore. It contains step by step instructions covering Flash basics, ActionScript and also Flash-PHP communication. Feel free to contact me if you find any bugs! :)
The Adventures of Mike, How to Use Scratch 2.0 to Program Your GameUna Tao
This is the detail guide created by some volunteers for Makeblock, mainly teachers to teach kids to design a game with scratch 2.0 step by step. The game name is The adventures of Mike.
Know more about Scratch 2.0 here: http://wiki.scratch.mit.edu/wiki/Scratch_2.0
mBlock from Makeblock is based on Sratch 2.0, you can design your own games, play robots with mBlock and more!
Get mblock here: http://www.mblock.cc
IST240: Project 4 Active-Learning Exercise – Simple Flight Simulator
Building a Simple Flight Simulator
Problem: In this exercise, you will build a simple flight simulator1. You will start with a water world, add a
seaplane to the world, build events to allow the user to control the plane, and then add other objects to the world
to make it look more interesting. You will create the following keyboard controls for the seaplane:
- turn the plane forward (nose down)
- turn the plane backward (nose up)
- turn left
- turn right
You will also modify world.my first method to keep the plane in motion with its propeller spinning,
and create an event to activate this method while the world is playing. When you are finished, you will have a
world that functions as a simple flight simulator, and that you can further develop on your own into a more so-
phisticated flight simulator or game.
Instructions: First, start a new Alice world and add a seaplane.
1. Open Alice and begin a new world with the water template.
2. Click the ADD OBJECTS button to enter Scene Editor mode, then open the Vehicles folder in the
Local Object gallery.
3. Click the Seaplane Class tile and then click the Add instance to world button to add a sea-
plane to the world.
4. Turn the seaplane so that it is facing away from the camera and slightly to the right, then reposition
the camera using the blue camera control arrows so that the view in the World window looks similar to
the following example.
5. Click the DONE button to return to the standard Alice interface and then save the world with the file-
name, Lab 4-1 flight simulator.a2w, before continuing.
1 G. Shelly, T. Cashman, C. Herbert, “Project 4 - In the Lab 1: Building a Simple Flight Simulator”, Alice 2.0 Introductory
Concepts and Techniques, Thomson Course Technology, 2007, pp. 226-229
Next, you add four events to steer the plane. Begin by creating an event to turn the plane forward, which will
turn its nose downward. You will then copy and modify this event to create the three other steering events.
6. Click the create new event button in the Events area and then select when a key is typed
from the menu that appears. A new When any key is typed, do Nothing tile will ap-
pear at the bottom of the Events area.
7. Right-click the new event tile, point to change to on the menu that appears, then select While a
key is pressed.
8. Click the any key parameter in the new event tile and then select Up from the menu that appears.
9. Click the seaplane tile in the Object tree and the methods tab in the Details area, then drag a copy
of the seaplane turn at speed tile and drop it in the new event following During:. Select
forward and .25 revolutions per second from the menus that appear.
Now copy the event to the Clipboard and, one at a time, build the three remaining turn controls from ...
Introduction to Scratch made during Abu Dhabi International Book Fair 2015.
Dr. Hind Zantout, from Heriot WattUniversity Dubai Campus introduces "Scratch" by demonstrating games and animations, and walking the audience through a few simple exercises, covering important concepts and features. Scratch is designed for children between 8-16 and is provided for free by MIT Media Labs. As children create with Scratch, they learn to think creatively, work collaboratively, and reason systematically.
App name: bopeep
What is bopeep? When parents hides their face one’s hand then we can see kid's expression(like laughing or crying). This app is for very young children, in which one hides (hiding one's face in one's hands) and reappears suddenly.
App name: Data Saver(diànhuàbù)
Because this app purpose is to collect the data from user. This (diànhuàbù) is pinyin from a Chinese character.
This is a handout from a Flash workshop I recently conducted at the National University of Singapore. It contains step by step instructions covering Flash basics, ActionScript and also Flash-PHP communication. Feel free to contact me if you find any bugs! :)
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
1. Princess
&
Dragon
Part
2:
Teaching
a
Dragon
to
Fly—Methods
&
Proper:es
By
Elizabeth
Liang
under
the
direc:on
of
Professor
Susan
Rodger
Duke
University
June
2010
2. Introduc)on
Welcome
to
Part
2
of
the
Princess
&
Dragon
tutorial.
In
Part
1
we
covered
how
to
set
up
a
world,
add
and
posi>on
objects,
and
create
a
simple
anima>on.
Part
1:
Objects
Part
2:
Methods
&
Proper:es
Part
3:
Cameras
&
Events
Part
4:
Billboards,
Sound,
&
3D-‐Text
In
Part
2
we’ll
add
more
anima:ons
so
that
the
dragon
will
kidnap
the
princess.
This
will
cover
how
to
change
camera
views,
create
and
edit
methods,
and
change
proper:es.
3. Step
1:
Dummy
Object
Review
In
Part
1
you
learned
how
to
drop
a
dummy
object
to
save
the
view
of
the
Camera.
We
dropped
one
named
originalView
(the
loca>on
of
the
camera
when
Alice
starts)
and
another
dummy
object
called
towerView
(when
we
moved
the
camera
to
get
a
close
up
view
of
the
tower).
You
can
find
these
in
the
folder
that
we
named
CameraViews.
We
will
now
use
these
saved
Camera
views.
4. Step
1:
Se:ng
Camera
View
There
are
two
ways
to
change
the
camera
view.
This
first
way
changes
the
camera
view
before
the
anima>on.
Select
the
camera
from
the
object
tree
and
drag
it
into
the
world
preview
pane
You
will
see
a
menu
pop
up,
go
to
camera
set
point
of
view
to
and
select
CameraViews,
originalView.
This
will
set
the
scene
back
to
the
original
camera
view.
5. Step
1:
Changing
Camera
View
In
order
to
change
the
camera
view
during
anima>on,
we
must
drag
in
a
method.
Find
camera
set
point
of
view
to
from
the
camera’s
list
of
methods
(you
will
need
to
scroll
down).
Drag
this
in
right
above
but
outside
of
the
Do
together.
Select
CameraViews,
towerView.
6. Step
1:
Changing
Camera
View
Drag
in
the
same
instruc:on
at
the
end
of
the
method,
outside
of
the
Do
together.
This
:me
set
it
to
the
originalView.
Play
the
world
and
you
will
see
that
the
first
instruc:on
we
added
makes
the
camera
zoom
in
on
the
tower
and
that
the
second
instruc:on
returns
the
camera
to
the
first
view.
7. Step
2:
DragonFly
Object
Method
You
will
see
a
new
tab
pop
up
in
the
method
editor
labeled
dragon.fly
and
also
a
new
method
called
fly
in
the
dragon’s
methods.
Click
on
dragon
in
the
object
tree
and
in
the
methods
pane,
click
create
new
method.
Name
it
fly
and
select
OK.
We
create
new
methods
that
put
together
the
simple
methods
Alice
gives
us
for
each
object
in
order
to
create
short
anima>ons
that
we
can
use
over
and
over.
We’ll
use
this
to
teach
the
dragon
to
fly.
8. Step
2:
Tabs
There
are
now
two
tabs
in
the
method
editor.
Each
tab
represents
a
different
method
and
the
code
for
that
method.
Click
on
world.my
first
method
and
you
will
see
the
code
that
we
wrote
before.
Click
on
the
dragon.fly
tab
and
you
will
see
there
is
no
code.
The
code
that
we
will
put
in
here
will
teach
the
dragon
to
fly.
CAUTION:
When
you
have
mul>ple
tabs,
always
make
sure
the
correct
tab
is
up
before
dragging
and
dropping
in
code.
9. Step
2:
DragonFly
Object
Method
First
drag
in
a
Do
together
then
a
Do
in
order
inside
and
another
Do
together.
These
blocks
set
up
the
method
that
we
will
fill
in.
There
are
two
types
of
methods
you
can
create,
object
level
methods
and
world
level
methods.
We
have
created
an
object
level
method
because
the
method
is
inside
the
object
dragon.
In
an
object
level
method,
all
the
anima>ons
must
stay
within
the
object
and
not
use
any
other
objects
in
the
world.
10. Step
2:
DragonFly
Object
Method
Click
on
the
+
next
to
the
dragon
in
the
object
tree
and
scroll
down
un:l
you
find
the
rightWing
which
we
will
animate.
Since
this
is
an
object
method
in
the
object
dragon,
we
will
only
use
objects
that
are
part
of
the
dragon.
The
dragon
has
a
lot
of
parts
but
we
will
focus
on
his
wings
which
are
further
divided
into
flaps.
Note:
Your
dragon
may
have
a
rightWingClose
instead
of
rightWing
depending
on
your
version
of
the
Alice
object.
These
are
the
same
but
with
different
names.
Use
rightWingClose
instead
of
rightWing
and
instead
of
flap
use
rightWingFar.
11. Step
2:
Anima)on
Drag
in
a
roll
command
from
the
rightWing’s
list
of
methods
into
the
second
Do
together.
Select
right,
other,
and
punch
in
.15.
12. Step
2:
Anima)on
Con)nued
Drag
in
the
flap
roll
method
into
the
Do
together,
select
led,
other.
Punch
in
0.1.
Drag
in
the
flap
turn
method
into
the
Do
together,
select
right
and
then
¼
revolu:on.
Click
on
the
+
next
to
the
dragon’s
rightWing
in
the
object
tree
and
then
click
on
flap.
Most
of
the
>me
when
you
are
crea>ng
your
own
anima>on,
you
will
need
to
play
around
with
the
numbers
and
methods
un>l
you
get
it
just
right.
In
this
tutorial
we
give
you
the
exact
amounts
but
it
took
a
lot
of
trial
and
error
to
find
the
right
number!
We
need
to
make
a
copy
and
do
the
reverse
so
drag
the
Do
together
block
onto
the
clipboard.
13. Step
2:
Anima)on
Con)nued
Drag
the
block
of
code
from
the
clipboard
underneath
the
Do
together
inside
the
Do
in
order
block.
Reverse
the
direc:ons
from
right
to
led
and
led
to
right
on
each
line.
14. Step
2:
Tes)ng
DragonFly
Method
Press
Play.
When
you
try
to
test
the
method
we’ve
been
wri:ng
a
warning
box
will
pop
up.
In
Alice
there
has
to
be
a
star>ng
point
for
running
your
code.
In
the
event
editor,
you
can
see
When
the
world
starts,
do
world.my
first
method.
The
default
is
to
run
the
code
in
the
first
method
you
wrote,
my
first
method.
For
tes>ng
purposes,
we
can
change
the
method
that
is
run.
In
this
case
we
would
like
to
test
out
the
dragon.fly
method
to
make
sure
it
works
before
we
integrate
it
into
the
program
15. Step
2:
Tes)ng
DragonFly
Method
In
the
event
editor,
change
the
method
that
plays
When
the
world
starts
to
dragon
fly.
Now
press
play
and
you
will
see
the
dragon’s
right
wing
flap
once.
Let’s
repeat
for
the
led
wing!
16. Step
2:
Anima)on
Con)nued
Copy
the
en:re
Do
in
order
block
onto
the
clip
board
Drag
from
the
clipboard
into
the
big
Do
together,
underneath
the
previous
Do
in
order.
17. Step
2:
Anima)on
Con)nued
Change
all
the
rightWing
references
to
ledWing
by
clicking
each
of
the
lines
next
to
dragon.rightWing.
Select
dragon,
ledWing,
the
en:re
ledWing.
Do
the
same
for
the
flap
references.
18. Step
2:
Anima)on
Con)nued
Flip
the
order
of
the
two
Do
together
blocks
by
dragging
the
second
one
above
the
first
one.
This
is
what
it
should
look
like
when
you’re
done.
Go
to
the
next
slide
to
see
the
final
code
for
the
method.
19. Step
2:
Anima)on
Con)nued
This
is
the
final
code
for
dragon.fly.
Press
play
to
see
the
dragon
flap
his
wings!
20. Step
3:
CapturePrincess
World
Method
Now
we
need
to
create
a
method
that
uses
dragon.fly.
To
create
a
world
level
method,
click
on
the
world
in
the
object
tree
and
in
the
methods
pane,
click
on
create
new
method.
Name
it
capturePrincess
since
that
is
what
it
will
do.
You
will
see
a
new
tab
pop
up
in
the
method
editor
and
a
new
method
in
the
world’s
methods
list.
21. Step
3:
World
vs.
Object
Methods
The
dragon.fly
method
is
an
object
method
because
all
of
the
code
refers
to
the
dragon
and
no
other
object.
My
first
method
is
a
world
method
because
mul:ple
objects
are
referred
to:
the
camera,
the
towerView
object,
and
Cinderella.
22. Step
3:
Loop
The
first
thing
we
want
to
do
is
make
the
dragon
fly
around
the
tower
twice
while
flapping
his
wings.
Because
we
do
not
want
to
repeat
the
code
we
will
use
a
loop.
A
loop
repeats
the
code
inside
the
block
the
specified
number
of
>mes.
Drag
a
loop
into
the
world.capturePrincess
method.
Select
2
:mes.
23. Step
3:
Loop
Con)nued
Into
the
loop,
drag
in
a
Do
together.
Then
click
on
dragon
in
the
object
tree
and
under
methods,
drag
in
the
fly
method
we
just
finished
wri:ng.
Put
it
inside
the
Do
together.
24. Step
3:
Turn
Drag
the
dragon
turn
method
into
the
Do
together,
select
right
1
revolu:on.
Click
on
more…
and
select
dura:on
2
seconds.
This
is
to
make
sure
the
dragon
finishes
one
turn
aYer
he
flaps
his
wings
once.
25. Step
3:
Tes)ng
CapturePrincess
In
the
Events
editor,
change
the
When
the
world
starts
event
from
dragon.fly
to
capturePrincess.
Press
Play
to
test
capturePrincess.
It
looks
like
the
dragon
is
just
turning
in
place
here,
but
we
want
to
dragon
to
go
around
the
tower.
That
can
be
done
using
asSeenBy.
AsSeenBy
can
be
used
to
make
an
object
go
around
another
object.
26. Step
3:
As
Seen
By
In
order
to
make
him
go
around
the
tower
we
will
use
asSeenBy.
Click
on
more
and
select
asSeenBy
tower.
Press
Play
to
test
capturePrincess
once
more.
You
will
see
that
the
dragon
goes
around
the
tower!
27. Step
3:
Anima)on
To
move
the
dragon
to
Cinderella
first
drag
in
a
Do
together
and
then
two
move
commands.
One
should
be
up
5
meters
and
the
other
right
10
meters.
If
the
dragon’s
feet
isn’t
in
view
at
the
end
of
the
anima:on
when
you
test
this,
decrease
the
amount
he
moves
up
from
5
meters
to
4
meters.
28. Step
3:
Anima)on
Con)nued
Drag
in
a
dragon
move
toward
command
into
the
Do
together.
Select
2
meters,
Cinderella,
the
en:re
Cinderella.
We
want
to
change
the
2
meters
to
3
meters
so
click
on
amount
and
select
other…
punch
in
3
into
the
calculator.
29. Step
3:
Anima)on
Con)nued
The
next
step
is
to
have
Cinderella
“picked
up”
by
the
dragon.
Drag
in
a
Do
together
and
then
click
on
Cinderella
in
the
object
tree.
Drag
in
a
move
to
command
and
select
the
dragon’s
frontRightLeg,
lowerLeg,
foot,
the
en:re
foot.
30. Step
3:
Anima)on
Con)nued
Drag
in
a
Cinderella
move
command
into
the
Do
together.
Have
her
move
down
1
meter.
We
want
this
to
happen
immediately
so
set
the
dura:on
of
both
commands
inside
the
Do
together
to
0
seconds
(click
on
more
and
enter
in
0
into
the
calculator).
Watch
the
anima>on
and
you
will
see
that
Cinderella
is
instantaneously
picked
up
by
the
dragon.
31. Step
3:
Vehicle
Property
In
order
for
the
dragon
to
fly
off
with
Cinderella
we
need
to
‘glue’
Cinderella
to
the
leg
of
the
dragon.
To
do
this
we
will
use
the
vehicle
property.
Proper>es
are
informa>on
about
an
object.
You
can
change
them
in
a
method
just
like
you
can
animate
the
parts
but
they
reflect
the
current
state
of
the
object.
The
vehicle
property
is
set
to
world
by
default.
When
you
change
the
vehicle
property
it
means
that
whenever
the
vehicle
moves,
the
object
also
moves
with
it.
So
when
the
dragon
moves,
Cinderella
will
move
with
it.
32. Step
3:
Gluing
the
Princess
To
change
the
vehicle
of
an
object
during
an
anima:on,
click
on
the
proper:es
tab
and
drag
vehicle
into
the
code.
Put
it
inside
the
Do
together
and
select
dragon,
the
en:re
dragon.
33. Step
3:
Anima)on
Con)nued
To
finish
up
the
code
drag
in
another
Do
together.
We
will
move
the
dragon
away
from
the
tower.
Drag
in
two
dragon
move
commands,
one
for
moving
up
5
meters
and
another
for
led
10
meters.
Put
these
inside
the
Do
together.
Outside
of
the
Do
together,
drag
in
another
move
command
for
down
5
meters.
The
method
is
now
finished!
See
the
next
slide
for
a
copy
of
the
final
code.
34. Step
3:
Anima)on
Con)nued
This
is
the
final
code
for
capturePrincess.
Press
play
to
see
the
dragon
capture
the
princess!
35. Step
4:
Calling
Methods
Click
on
the
world.
my
first
method
tab
in
the
method
editor
Click
on
world
in
the
object
tree
and
find
the
capturePrincess
method
under
the
methods
tab.
Scroll
down
to
the
end
of
my
first
method
and
drag
the
capture
Princess
method
into
the
very
end
of
the
method.
Now
let’s
put
all
the
code
that
we’ve
wri]en
together.
36. Step
4:
Comments
Comments
are
notes
for
people
and
are
not
code,
so
when
your
code
is
executed,
comments
are
ignored.
Drag
in
two
comment
lines
into
the
very
top
of
world.my
first
method.
Double
click
on
them
and
enter
in
your
name
and
today’s
date.
37. Step
4:
Color
Property
You
can
also
change
the
proper>es
of
subparts
of
an
object.
Proper>es
can
be
changed
either
before
anima>on
to
set
up
a
world
or
during
anima>on.
One
property
that
can
be
fun
to
change
is
the
color
property.
Not
every
object
can
be
colored
but
do
try
it
out!
Click
on
Cinderella’s
skirt
in
the
object
tree
and
click
on
the
box
next
to
the
color
property.
Select
magenta
and
watch
her
dress
change
color!
38. Step
4:
Color
Property
Con)nued
To
change
the
color
of
an
object
back,
click
on
the
box
of
color
and
select
no
color.
This
will
return
the
original
color
back
to
the
object.
Another
way
to
change
color
is
during
an
anima>on.
In
order
to
change
proper>es
during
in
anima>on
we
need
to
turn
it
into
a
line
of
code.
Click
on
color
and
drag
it
into
my
first
method.
Release
it
right
before
the
Do
together.
Select
Magenta.
39. Congratula)ons!
To
play
the
whole
anima:on,
change
the
method
called
by
the
When
the
world
starts
event
back
to
world.my
first
method
Play
the
world
to
see
the
skirt
change
color
and
everything
come
together!
.Congratula>ons
on
finishing
Part
2!
Part
3
will
teach
you
more
about
events
and
different
uses
for
the
camera.