Game Development Reference
In-Depth Information
The results of using the Spherize effect are essentially the same
as the results of using Bulge effect. To see these results, see the
Bulge effect earlier in this chapter.
The Transform Effect
The Transform effect contains fi ve basic transforms that we
have for layers: Anchor Point, Position, Scale, Rotation, and
Opacity. It also adds the ability to adjust Skew, Skew Axis, and
the ability to adjust and animate the Shutter Angle, which con-
trols the amount of motion blur. All these properties (including
Shutter Angle) operate independently from the other correspond-
ing settings in the layer and composition.
You might be wondering why anyone would need another set
of layer transforms. There are actually a few good reasons. One is
that it is often advantageous to have two sets of the same prop-
erty. Let's say you had a layer with a light bulb and you wanted
it to fl icker while fading out. You could use the layer's Opacity
property to fl icker the light and then apply the Transform effect
to have another Opacity value, which you could then use to fade
out the layer.
Another great benefi t of this effect is that it can sometimes
substitute for precomposing. Let's say that you had several layers
of graphic elements that you wanted to resize (or, perhaps, move
or scale). If you didn't want to precompose those layers, you
could create an adjustment layer above the graphic elements lay-
ers and then apply the Transform effect to the adjustment layer.
Any adjustments to the Transform effect on the adjustment layer
will affect all layers below it.
Along those lines, you could also use the Transform effect to
defy the render order. Typically, transforms (from the layer) are
rendered after effects. By using the Transform effect, you could
place the Transform effect before (i.e., on top of in the stack of
effects in the Effect Controls panel) other effects, thereby chang-
ing the render order.
Finally, you could also use the Transform effect as a last resort
helper when you've run into animation troubles. I'm ashamed
to admit that on more than one occasion, I've botched an ani-
mation because I animated Anchor Point and Position, and the
results were terrible. Using Transform, you can add an additional
set of animation controls, which can often bail you out of such
sticky circumstances.
As previously mentioned, one of the unique components of
this effect is the ability to adjust Skew and Skew Axis. Skew is like
the object equivalent of italics. It gives an object a slanted distor-
tion. The Skew Axis property determines where the center of the
skew is (Fig. 7.81).
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