I'm loading an xml image into an empty movie clip, however, I want that now occupied movie clip to move along the x axis. But any tweening of the initial empty movie clip returns no animation, just the new photo sitting there.
If you take a look at [URL] you see I created a timeline motion tween on the blue transparent image. Now I want to load this image via actionscript and follow the exact guidelines I gave there.
This is what I use in AS3: Code: loader = new Loader(); loader.load(new URLRequest(lastImage)); thisMovie.imageLoader.addChild(loader);
It does load the image, however it does not place it in the imageLoader I created in Flash (yes I gave it an instance name). This is the error I get (i.e. it doesn't access the imageLoader). It does when I put it in the first frame on the timeline, but then it doesn't follow the guidelines I gave in the timeline. TypeError: Error #1009: Cannot access a property or method of a null object reference.
I am having problems to load external swf using tween. Just starting with as3 and found a tutorial with 3 buttons, however my main movie needs to have 5. When I press the second button I get error 2025 and when I press the rest of the buttons the page appears but the previous one stays too.
HTML Code: import fl.transitions.*; import fl.transitions.easing.*; //Assign CLICK listeners for each menu button
I am loading images of different size and then images are scaled and border is drawn for each image as shown in below link,[URL]... I want that border of images to be of the same width and height and for that I need to find out the max width and height size image before loading all the images. Is there any way that I can know the width and height of an image before loading it completely?
I developing a site where on the homepage, there are about 6 images that rotate, but if you click on a sub link, a different image loads. But the problem is that, the first image has to cycle through before the second image loads. I want the second image to load immediately.
(I'm using flash CS4.) I've created a movie for my home page, which can been seen at: [URL] In the movie first there are pics of a building, then my drawings of a building, and finally words that fade in. This consists of three jpegs that I turned into symbols, to get them to tween. The problem is when the words fade in. I tried doing this two different ways, and only one worked, but there is a flaw in it. To get the words to fade in I copied the drawing jpeg and put the words on it, and then saved it as a separate jpeg. Unfortunately, the tweening out of the jpeg #2 and the tweening in of Jpeg #3 with the text on it don't sequence perfectly so you will notice that the center building fades out a little bit as the words fade in. My second attempt was to make a symbol of just the text in the proper location, while not using a background, but when I converted it into a symbol, it took on the same size background as the stage, and thus covered up the everything as it tweened in, and I was left with just text at the end of the movie. ...I know I've probably worded this poorly, because I don't know all the flash terminology yet. .
I've found a really basic gallery and I'm modifying it. It did show a bar with thumbs on top of the stage with no full image shown at first. Clicking on a thumb, with a tween, the thumbs' bar disappear and the full image appears, clicking on the full image the gallery come back to the original situation. I've modified the gallery and now it shows the bar on the bottom, a full image is shown as the gallery appears and when I click on a thumb the bar stays at its place, in addition the shown image disappears to leave the place to the new one.
I want to add a tween when the full image changes, a fade out on the old image and a fade in on the new one, but I can't understand where and how to modify the code. I post a link to the gallery files, the one to modify is createThumb.as [URL]
[code]This script is for a loader image gallery in flash, as part of a class assignment. What happens is that in flash, when I open the swf file, the initial image (images/nair_evanescentautumn.png) will load fine. However, clicking on any thumbnail image (including the exact same images/nair_evanescentautumn.png), will result in an error saying the file cannot be found.I cannot figure out why it is doing this... I've tested it over. Clicking each thumbnail does go to the correct position in the two separate functions. All said full-size image links are in the folder images/, and replacing the initial loader image will load the other images in place of the default one. However, clicking on any thumbnail still results in URL not found, even though everything works correctly.[code]Before anyone asks why I'm putting this kind of content into a flash site, I'm not--this is only for a class assignment. I'm just trying to figure out why my images aren't loading right when I'm only doing the exact same thing in the functions as I am on the other pages.Of note, commissions.swf has the exact same feature, just with swf files loaded instead, and it works perfectly fine. home, traditional, digital, and photography all have the image gallery, and all have the same issue (I only referenced one page because if I can fix one page I should be able to fix all of them).As for the artworks, they are all my fiance's. The website design was built for her, and I used the website design for this project because I didn't want to have to build an entirely new interface design. Since the project also required a gallery, I felt that this interface would work just fine.
I tried searching for an answer to this on the forums and it seems you can't duplicate a movieclip that has a dynamically loaded jpg in it, I mean you just get a duplicate empty movieclip?What I want to do is have 3 copies of a pic, each tinted a little differently, and have them converge and reveal the "composite" of this pic. Do I then have to use loadMovie 3 times?Does loading the same 50kb image at the same time mean you're actually loading 150kb?
i was creating my portfolio using xml gallery script from this site. the thing is that it loads one picture at a the with a preloader between each load. is there a way to load the first image and keep loading the rest so there will be only one loading time? here is my action script:
Is it possible to capture the image loading event like when the image is fully loaded and such when it is assigned to the htmlText of the textFiel???
I have a scrollPane that contains a textField which is loading an image via img tag where there is no scrollbars initially because the textField is not large enough in the beginning, but it is larger than the scrollPane after the image is fully loaded.. and I am trying to update the scrollPane once the image is fully loaded..
I have a .fla with 5 pics on my timeline and using tween function to roll them from bottom to top, what I need to get those images random from o folder or something.
I had atleast 20 images.i tried to move it scroll from right to left in Flash MX 2004. When i pr viewed in timeline window it shows actual image moving. But when i exported it into swf it shows as a Blurred image moving.
The following Actionscript loads an XML file. Using the XML file, it loads an image - fades in the image - pans the image - and then fades out. I have then attempted to make a loop which loads the next image from the XML file and perform the same series of tweens. It would then load the next image, infinite loop. It appears that instead of loading each image one at a time, it is overlapping the mask with all images in the XML file. I then only see the last image in the XML file being tweened on the stage/mask. I do not believe that I can use a Timer to time the loading of each image. This is because the width of each image will be different so the duration of the pan from one loaded image to the next will be different. I believe that I need to use onMotionFinish in some manner after the image Fades Out in order to move to load the next image - but I can't seem to identify how to integrate that within the loop. Most likely my loop is not written correctly. [code]...
I have large images externally loaded into the container. When changing between images there is a fade in/out mx.transition. The problem is, as the fade occurs, there is banding noticeable across the image. The strange thing is that when i put my site into full screen mode the problem disappears. What could this be?
I am trying to make one of those Resizing borders for an image gallery ... Is there an Actionscript 2.0 function that whilst Loading in an external jpeg, Flash can be told the dimensions of the picture it is currently loading > before it has loaded it fully.? ie: getWidth (as a guess). Thus, preparing the size of the border, whilst the image is loading. Or, does it have to initiate that once the jpeg has loaded 100%.
I am using the tween: easeInOut function to fade an object in in my news rotator as it cycles through the different RSS items. I can get the image fade in, but it doesn't seem to want to fade out. I thought the easeInOut faded objects in AND out. Myabe I'm wrong. My code for that looks like this: PHP Code:
I have large images externally loaded into the container. When changing between images there is a fade in/out mx.transition. The problem is, as the fade occurs, there is banding noticeable across the image. The strange thing is that when i put my site into full screen mode the problem disappears. What could this be?Edit: By banding I mean a band that scolls across the image
I'm loading a .png image with loadMovie() and I need to center the image (for later dragging). I know flash has some issues with loading stuff, but I really need to get the movieclip's width. If someone knows how to get over this and get the movieclip's width
This is a part of a more complex app, so that's why I won't paste any code.
I made 1 image gallery. and i am facing a big issue. When one image is loading in my Loader object. If i click on next image button. It starts loading another image without canceling the existing image. So mutliple images appear at stage in this case. I want something that stops loading older image and start loading new image.
i want to random load some movieclips i made with a tween effect.i made this code but it's not working good, i get some errors, maybe u fixing this code or come with another
I'm loading an XML file with a series of pictures. The pictures cycle through on a timer of about 3 seconds. The pictures load with an alpha of 0 and there is a tween to fade them in. The problem I'm having is trying to tween them back out to a value of 0. (My function fadeOut never fires (no trace))
Here's the code: import fl.transitions.Tween; import fl.transitions.easing.*; import fl.transitions.TweenEvent; var myTween:Tween; var xmlRequest:URLRequest = new URLRequest("imageData.xml"); [Code] .....
So this .swf is so display Contact Us information loaded externally from a .txt and will automatically refreshed when the source file is edited. Used to work but then it automatically changed fonts (for some reason) and then refused to show the text. I put traces at the end of the tween, on rollOver, on rollOut and on the URLRequest and everything is coming back positive. There are no debug errors either..
I want to tween between two integers. Example: I buffer 360 frames (images). I want to skip to frame 100 (from frame 1), but I want to use ease to make it look better. All I need is to tween an integer that I will use for the current image displayed. So far so good, but I'm not getting how to update my image in the tween: