draw_a_raw_vector_handles.png
Shows blue vector line and blue adjustment handles, when far right vector point is chosen.
16pixel size line very evenly divisible several times on resizing, before goes to dividing decimals, eventual over run/rounding calc err
Line shows orange to see easier, but really use white at raw layer
You bend the arms at the points, to curve, add points etc.
This becomes the base object
The next steps can be combined on 1 layer>> but then can limit ease of future editing!
draw_b_glowFilters_innerRound_outerShadows.png
Shows the previous raw vector saved as an object, then glows for even shadowing(shadowFilter would favor angled shadows) applied.
stay to round numbers, let black on black cancel shadows where they shouldn't be>> only show shadows on lower intersection object
inner shadow is 12px from each side on 16px line for intersection shadowing
draw_c_object_over_clippingMasks.png
is masking/clipping layer for the shadowed objects. Will show the rope object under yellow mask, then grey mask, then red mask, in different main stage layers; to show going around self, other objects etc. by then manipulating the layers.
Working like this, if need to change 1 of the objects, would need to change all 3; being that they all contain the same object, just different masks, you'd change that 1 object, and they'd all line up again!
draw_d_objectWhite_revealsUnder_yellowMask_nextBelow_greyMask.png
same layer, white rope with shadowing now under yellow mask to only reveal until hits grey/red masks
(grey/red showing here only for example; usually wouldn't see)
This masking layer is an object on scene 1:main stage, then ext object on the main stage will be this same object, only with rope under grey mask etc.
black/white background change once again shows how external shadows always present, just not seen on black
draw_e_startWhite_removeBlueRed_leavesGreen_shadowBlacks.png
White raw item, shadowed, masked, then colors RED and BLUE removed from white, leaving green and also the black shadowing.
3 objects on main stage: Different masked objects of same raw vector white artwork, added glowFilters
draw_f_startWhite_removeRed_leavesYellow.png
same 3 objuecs copied, flipped horizontally and then layered correctly
remove red from white rgb, leaves gb/green-blue=yellow; shadowing and masking all same
draw_g_startWhite_removeGrn_leavesPurp_fadeAlpha.png
similar + shows alpha(visibility) 50%, real color purple is there 50% alpha purple + 50% alpha purple = real purple of white - green
draw_h_vectorMath_accurate_to19x_here.png
starting from a vector base/ authoring environment, gives greater accuracy, almost Zer0 pixelation or err at source level
This shows a blow up of pic 19x, shadow miscalcualtions (on this particular example) start after that
still quite impressive compaired to bitmap/common graphics.