ActionScript 2.0 :: 3D Image Rotation Effect For MovieClip?
Sep 1, 2006
I'm trying to kind of create an effect of 3d with a movie clip that rotates round its centre on all three axis. Is there any way of using just xscale, yscale, and _rotation properties of an image to give this effect (once you know rotation round z axis, y axis and x axis). I know it can be done I just can't get my head round the flipping over. Its ok when its at only one angle like imagine a photo spinning like some spinning doors but as soon as the angle changes is where I'm having problems. This is as far as I've got but its clearly wrong, it shrinks to zero size. Use right up and down arrow keys [URL].
I have a movieclip and when I do 3D rotation from Transform panel, It rotates perfect, center is in the middle of image, and when I apply mc.rotationY, rotation center is in left of the image, aren't 3D rotation from Transform panel and mc.rotationY from AS same? what's up?
Suppose position of MovieClip is x=400,y=600 height=550,width=100.
My problem was that the When I apply the zoomIn effect of image,It is not actually inside the MovieClip.Image is coming out from the MovieClip during the zoomIn effect.
I want to apply a zoomIn effect for the image in the MovieClip only.
I am trying to unmask an image using a movieclip when the mouse hovers the stage. (like a paint brush effect). my_mc = image my_mask = mask movieclip (square)
this is what I have so far
ActionScript Code: package { import flash.display.Sprite; import flash.events.MouseEvent; //Main Class public class Artist extends Sprite{ private var drawing:Boolean; [Code] .....
I tried putting the masking property in the constructor ( image.mask = imagemask ). but that gave me an error because imagemask is defined in the draw function. If I define imagemask (privately) ontop of the constructor and add the masking properties to the constructor it doesn't work correctly.e
Suppose position of MovieClip is x=400,y=600 height=550,width=100.
My problem was that the When I apply the zoomIn effect of image,It is not actually inside the MovieClip.Image is coming out from the MovieClip during the zoomIn effect.
I want to apply a zoomIn effect for the image in the MovieClip only.
When you roll over the image there is frontSide to backside animation.It looks like original animation have 'constant rotation perspective' regargless of image position the rotation look exactly the same.I tried to replicate this effect but when I am using standard rotationY image rotation (or rather rotation respective) varies depending on image position
I am trying to create a effect using AS3. The effect is that several arms should rotate towards the mouse, and rotate less when their further away from the mouse cursor.using Math.atan2 to find how much the arm nedd to rotate to point against the mouse, and then substract the distance from the mouse.(look at the following picture) For example, if Math.atan2 returns 100 and the distance from the mouse is 40, the arm would rotate 60. Thats what i thought.But i cant get it to work. I attached the source files if you want to help Note:A blue ring in the source file indicates the distance.
im not exactly sure where to start right now im using a script for dhtml to rotate imaged randomly what i hope to accomplish is background , that will have some type of transition effect and randomly show my images
i have 32 images atm i would like to rotate through i found this and have tried to use it , but not exactly what i want , i need a transitional effect of somekind, and want it to rotate at a given amount of time , say maybe 12seconds[URL]...
I building a photo gallery using xml, I want to have my photo go thru a rotation after the xml is loaded. I would post the fla but its 94kb which is to big. So I'll post my code and do my best to explain what going on. My xml loading code looks like this:
Code: photo_filename = new Array(); photo_thumbnail = new Array(); photo_description = new Array(); photo_header = new Array();
I am trying to implement a 3D rotation using image sequence for a project, basically like this [URL]..I found a couple of flash components for this which uses xml to load the sequence of images, but I am not able to add those hot spots which move along with the object.
I'm trying to create a movie clip with images that will slide from one image to another using next and previous buttons. I want a sliding effect. For example on this site: [URL] The right side large image you can slide the image by using the arrows. That's exactly what I want...but in flash.
I created a 3d model rotated it 360 degrees and exported it an image sequence. I would like to be able import the sequence in flash and rotate the image sequence 360 degrees by creating and dragging a slider.
I am trying to rotate a PNG image around its centre point so that I can use it as a wait icon. This seems to be the way to go but there is a noticeable delay before the animation repeats. <s:Parallel id="animateTimer" target="{timerImg}" repeatCount="0" repeatDelay="0" duration="1500"> <s:Rotate angleFrom="0" angleTo="360" autoCenterTransform="true"/> </s:Parallel> Why when I have set the repeat delay to 0 does it have a noticeable delay before it repeats?
This is the code used for manipulating the background image using buttons with defined x and y; I want to add the rotation as well, and it does rotate the image, since I've defined the individual rotations within buttons' script, but I cannot get it to delay; it instantly jumps to the given rotation, and then already rotated delays to the given x and y.
i have a query regarding the simultaneous operation of zoom and rotate the image at same time ....actually i want to apply both rotation and zoom on image in as3 using TransformGestureEvent
i need to do something like the swf file am attaching instead of the cube revolving... i need to draw my own image. how to bring this effect in flash. as if now, i have created the cube rotatoin in swift 3d and have exported it as a swf file. also can we draw our own images in swift 3d? (instead of the readymade cube?)
I want to rotate a 2d object on its' y-axis but it won't make a complete circle. It just turns 90and then turns back the same 90 in the opposite direction. How can I make my 2d object make a full circle?
source code that just rotates png image?in real time (so it has to be fast)also i need the quality of the image highest(not clear and separate pixels of many 2d Flash games)i hope u understand what i mean by high qualitymost Flash games for speed performance reasons can change the quality of image by changing amount of points to calculate a color of a single screen pixeli use FlashDevelop so it wont satisfy me to complete what i'm asking for with Macromedia tools
So I've found numerous tutorials on rotating to face the mouse, and none of the rotation equations work properly for me. I made my own that worked but then it just over complicated things such as bullet direction. Code: var radians:Number =Math.atan2(mouseY-ME.y,mouseX-ME.x) var degrees:Number = (radians/Math.PI)*180; ME.rotation=degrees; That is the only code that changes the rotation of my movieclip. and it always seems to be about 45 degrees behind my mouse?
I've included the full class called Navigation.as. The class basically draws navigation elements on screen and displays them onMouse over and out. What's also neat is that it actually "rotates" them onto the screen. Now I'm using a font called "Minx" which is a bitmap font. However when the rotation occurs the image quality and the text ends up looking *really* blurry. It appears others have noticed this issue: [URL]. The issue is thus that when Flash converts the MovieClip to bitmap it's perspective distorts the quality.
Basically, what I'm trying to accomplish is moving a movieclip towards the direction it's facing.I've been scoping around the net for different ideas on how to do it, but I've only found AS2 tuts.
What I've done already is making the movieclip rotate around it's own center when the user presses either the left or the right arrow-key.What I'm now trying to accomplish is to make the movieclip move forward to the direction it is currently facing when the user presses up and vice versa for pressing down.