ActionScript 2.0 :: Matrix Transformations On Textfields?
Sep 1, 2006
I have some problems with doing Matrix transformations on a MovieClip with a Textfield. As soon as I make a matrix transformation the textfield of the movieclip disappears. And I can not get it back.
i want to generate 12 TextFields matrix and update their text from time to time.. i managed to Generate them but i can't access after to update their texts...
Has anyone here ever developed a function (or general library of relevant functions) that will allow one to find the inverse of a matrix? I've searched the forum archives, as well as the internet more generally, but haven't found anything. If anyone has some leads, I hope you'll pass them along.
If I don't hear anything within the next few days, I might try to develop something on my own, but I'd hate to do so if someone has already done the dirty work.
A solution to this problem would be very useful for 3-D work or anyone doing mathematical programming more generally.
I have a sprite with some objects in it which are transformed in 3D (positioned and rotated). The objects form a coneshape in such a way that the objects that make up the back are hidden.When I use that sprite as a source for the bitmapData.draw() it is drawn from another viewpoint so it seems. In my case the copy is viewed slightly from the bottom and right.
Bottomline:Does anyone know of a way to duplicate the image of a sprite which contains 3D manipulated graphics?
Possible Duplicate: How can I bend a a display object? Is it possible to use Flash to do more complex 3D transformations?I already found out 3D rotations are possible. Additionally I also need some warp transformation in order to 'wrap' an image around a bottle.
Theoretically it should be possible to combine transformation or color matrices, through addition or multiplication (I'm lame when it comes to such math). Is it possible?
I have figured out how to have 3 different color transformations apply to an MC called myPic. I am trying to figure out how to reverse those changes on rollOut. This is what I have so far. Do I need to use delete this.onEnterFrame? I tried but got errors.
Code: chip1_mc.onRollOver = function() { this.onEnterFrame = function() { myColor = new Color(myPic); myColorTransform = new Object();
I have a number of display objects drawing to the stage, including bitmaps, graphics/shapes, and text. What I want to do is put a layer on top of this that "grabs" or copies the image resulting from all the rendered objects below it.That is, I want to get a bitmap object that contains an image of the all the rendered objects beneath it in the display list. Consider it as taking a screen grab of the stage.The ultimate goal is to be able to then apply transformations on this bitmap, giving the appearance of transforming all the objects that draw under it.Is there a way to get such a bitmap? Or if not, is there a way to apply an image transformation (e.g. rotation, etc.) to the stage after a bunch of objects are drawn onto it?
I'm trying to figure out if this is possible to execute on a dynamic page.http:[url].....Basically, after all the page has been rendered, Flash needs to take the rendered page and apply 3D transformations to it, and at the end, restore the original rendered page.
I followed the tutorial for the Matrix Bitstream Effect here - [URL] utorials/Sp...ndex.shtml - like a slave, downloaded her code and compared, and I still can't see why my matrix will not become random. I put a bunch of copies of the movie clip of the "random" 0s and 1s on Scene 1, and they all slavishly turn to 1s and 0s at the same time, no randomness. Can anyone tell me what I'm doing wrong?
I'm really new to flash, with my background mainly in C++ and Java. But what I'm wanting to do is create a 5x5 button matrix to make a game.I've tried using the visual style of drawing the button and what not, but I really don't like it. I'd like to have like an array of button of object where I can track things like click count for each object. Is this possible with action script?
After reading over the Flash 10 file spec I want to play a bit with transformational matricies.If you have multiple MATRIX records in an SWF do the transforms compound each other?Or is the matrix a complete replacement of the previous matrix?Does flash operate similar to Postscript with gsave grestore like operators which allow the transformational matrics to be saved & restored?
I'm trying to use the MatrixTransform class to RotateAroundInternalPoint but it requires that the object I'm trying to rotate has matrix points defined. My question is, is there a way to add Matrix points to a non Shape object so I can rotate it, or is there another class that is used to rotate movie clips around internal points?
Most often, questions are asked about how to scale a DisplayObject, and the answer is usually to use a Matrix.
My question is, how to you GET the scale of a Matrix (scaleX and scaleY)?
There's a Matrix.scale method to set the scaleX and scaleY, but it doesn't return a value, and no other properties exist to read it back.
The reason I ask, I'm using object burried deep down into a Display list, and each may be transformed. So I use the child object's sprite.transform.concatenatedMatrix getter, but am stuck at this point on how to read the scale from it.
I have to use Flash CS3, so I can't use the properties rotationX, roationY and rotationZ.I have a movieclip, that looks like this. It is now flat, no 3D rotation or shearing But what I want is that this movieclip has a rotationX, or that it is a bit in perspective like this: As I said, I can't use rotationX, so I have been playing around with Matrix. But I can not get it right.Here is how I try to do it
myMC.transform.matrix = new Matrix(1,0.15,0.35, 1, 0, 0);
And this is the result get the matrix right, or is there another way?
In the 4 * 5 array that makes up a colour matrix, what do ALL the values do? All I have found is basically this: 0, 0, 0, 0, 0 <-R 0, 0, 0, 0, 0 <-G 0, 0, 0, 0, 0 <-B 0, 0, 0, 0, 0 <-A What does each thing do?
Unfortunately geometry is not my strong point and I am on a deadline. I am trying to determine if a textfield is larger than a displayObject and that it does not sit outside the x and y of said object. If it is larger, I need to scale it and make sure it is always in the confines of the displayObject space. On a side note, i need to scale the size of the text accordingly.
I am trying to copy an image.The green stuff on the first image is a mask(which is not set, its just there to show it)Everything works fine when I dont set a mask to an image (picture 1)But when I set the mask I get picture 2.What I want is to copy a part of the image which is visible when the mask is set. I know what size the mask and image are going to be so I can calculate the size of the area which i need to copy.This is the code I am using, image has registration point in the center, thats why i use matrix.translate (not sure if its the right way).Also there is no image scaling applied (there might be later), thats why I am using matrix.scale.
Code: var _reflectionHolder:Sprite = new Sprite(); addChild(_reflectionHolder); _reflectionHolder.y =_targetObject.y + _targetObject.height / 2 + 10;[code]......
I ran into an issue with an app that I have been working on.The application lets a user draw a rectangle, which base class is UIComponent, on an SVG Canvas. The user can rotate, skew, scale,flip horizontal and flip vertical the rectangle. Then they can drop an image into the rectangle.We just cloned the rectangles matrix and applied it to the image and the image would transform the same as the rectangle. Well now we have changed the way the app works.
Now we don't want the image rotated or flipped on the initial drop, and this is where I'm having trouble.I was wondering if there is a way to always find the true top left of any rectangle no matter what kind of matrix is placed on it. I can find the center of the rectangle but when a user flips the rectangle the center point is outside the rectangle.Instead of finding the center I would like to find the topLeft.I have tried several things. Like transform.pixelBounds, but this gives me big numbers like 2200 instead of 400. I have also looked at senocular.com but not sure that I understand it.I just need a dynamic way to always find the top left.
I'm building a website and I have a constant moving background that is red. Sometimes I need to change the color of the background. Now I Don't want to load new movies! Instead I would like to use the adjust color filter to change the color of the background. Now through research I have found out that you have to use the color matrix. Here is the code
import flash.filters.ColorMatrixFilter; var myMatrix:Array = [1,0,0,0,0, // Red 0,1,0,0,0, // Green[code]....
My question is how can Apply this so I can fade it in? I assume I use an onEnterFrame to add it but how do I alpha it? It's kind of like this tut but not for a button.
Using a matrix I'm tyring to turn a square into an isometric tile by skewing it upwards (y -30) and skewing it to the right (x + 60). This does giv the desired angles but the sides of the square are stretched and become incongruent. Is there some way to lock the sides from stretching when skewed with a matrix? Pictures speak loouder than words, the shape on the right is what I get and below it shows what I want: [URL]
I have a website which I created for my classmates, there they can log in to see their notes (some sort of electronic diary).There is obviously login script php based.However I wanted to implement something cool like Matrix like login page ^^It should work like that:Black screen shows up, some green elements start to appear over the screen, some sonar, radar, neuron activity and in the middle of it login box.Thos moving objects aren't a problem however this box would be.I wanted there to have blinking green square (like in DOS) and after someone put a letter, the box should move one place to right and still blinking same with password filed.