ActionScript 2.0 :: Reversing The Animation In A Movie Clip
Jun 10, 2007i am having a problem in reversing the animation in a movie clip i am posting the function i used on main timeline pls solve this
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i am having a problem in reversing the animation in a movie clip i am posting the function i used on main timeline pls solve this
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I am trying to have a small simple animation. This animation needs to have a roll over listener. This roll over listener must begin a downward motion for this movie clip. And then another listener must be a click or rollout that will make the clip reverse and begin an upward motion at any point that it is executed. This is the code I got so far, but the only thing that seems to work is the rollover downward motion. I cannot seem to get the upward reversing motion to execute.
stop();
mc.addEventListener(MouseEvent.ROLL_OVER, playy);
function playy(e:MouseEvent):void
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I make a button with some animated effects. On main work area I select object and press F8 to convert button with the name of (button1). The Up as it is which I make: w=70, h=50. Press F6 and same button on Over, here I again select object and press F8 and convert to Movie Clip. Here I insert 10 frames, one by one the button extend width and height. On 10th frame the button size 110x90 width and height. To animate and stop the button I put "stop" action on frame 10.I want that if the user's mouse over on button than the 10 frames play as I mentioned above but if the user don't want to click on (button1) than all of these 10 frames play reverse or add more frames and button will go to their original size and place. Is there any script bcuz I am new and don't know about action scripts.
View 1 RepliesI'm trying to do the following:
1. Have a permanent animation on the background, running over and over again.
2. My buttons should control that animation. What I want to do is to reverse the animation (going backwards on the timelime) when the user press the button, no matter in which frame the animation is.
3. Finally, when the animation is "gone", the buttons must point to an specific label.
I'm not sure how to to the reverse motion thing and if that's possible usings AS2. BTW, I'm attaching the file (just 8Kb) to show the idea, the real animation in the background is gonna be a movie clip but it's heavy to upload and I don't believe anyone will download it.
I have an mc which when rollOver plays an animation (works like a button), on rollOut I want the animation to play in reverse... I have seen it done before using a fucntion, but can't seem to get it to work... If I just reverse all the frames and get it to play that on rollOut it doesn't work properly...
View 14 RepliesI have a 23 frame animation that is moved forward or back on a mouse over. The problem is trying to reverse it. It is ok until it gets to frame 1 then it just stops. I need to get it to jump to frame 23 and to start reversing aagain.
function reverseIt(e:MouseEvent):void{
rewind = true;
this.addEventListener(Event.ENTER_FRAME,revFrame);
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I am trying to make a banner where two colored squares roll across the screen. The first blue square does just fine, however when trying the same thing with a green square (in a different layer) it does ok the first half of the tween, but reverses direction in the second half (where I placed a keyframe)- even though I rotated the green square the same way as the first half.
View 7 Replies*trouble with gotoandplay and roll out functions* basically i have an after effects movieclip (followed the after effects button tutorial on this site) that i have made into a button. it works ok on rollover and rollout i use tweener which works a treat and when i click it goes to another frame and plays a small sequence of smoke exploding.
problem: its a look problem really. when i rollout the smoke click sequence tweens back to frame 0 as per my rollout instructions IS there a way for me to have the click smoke sequence play all the way through before going back to frame 0 on my rollout ? i see tweener has a oncomplete statment is that of anyuse? ive tried a few thigns but it always reverts to the rollout and reverses the footage.
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Was just wondering if its possible to somehow have some AS code, to play like 1-20 frames backwards, instead of copying it to like 21-40 and reversing it manually in the timeline
View 1 RepliesI press a button and have an object (a movie clip) move onto the stage - that works ok.When that movie clip gets to a certain spot, I want it to stop - that works ok.I want to be able to press the button again and have it leave the stage - that works ok.Then if I press the button again, it will come back on the stage again - that works ok.when it stops on the stage, I want a part of it to animate just once. I've been trying to do this by putting a second movie clip inside of the first, but it won't work.
View 4 RepliesAnimation of the head that comes up with the crank on it is 15 frames long. The head stops at frame 15, and it begins to crank at frame 16. Do I make a keyframe at frame 16 of that still crank at its begininng position, double click it to get its own timeline, then import the other 7 images of the crank animation into this seperate timeline, animate its cycle, then go back to the main time line at frame 16 and it should play the cycle when the main timeline hits frame 16? What if I want the cycle to only crank once around and not loop? Then, what happens to this movie clip when frame 17, 18 20, 30 is playing? It takes say 2 seconds to play the crank animation so while the play head is going along after frame 16, and the crank is moving what is in its place on the main timeline after frame 16? Should I just put frames in for the length of the rest of the animation (brain and words coming out of the head)?
View 1 RepliesI am new to animating in flash and have come up against something I don't understand.I made a small 15 frame animation.I drew each of the 15 frames by hand.The animation will loop. that is if you play frames 1 to 15 and then jump back to 1 it seemlessly transitions back and can begin again.I want to convert these 15 frames into one element that I can add many times to the time line.Is there a way to do this?
I tried converting to a movieclip symbol but it only brought in one frameIf it only brings in one frame, what is the point of it being a movie clip?What is the best practice to make a self contained unit of these 15 frames so that I can reuse them?
I have web content with simple rollover animations. When someone rolls over the target a text box fades in. When they roll out it fades out.
How can I have a smooth transition if the user rolls out before the roll over animation ends (i.e. before it's faded all the way in) ?
when i add my animation to library movie clip goes far from center, why is this happening and how can i fix it?
View 5 RepliesI have a demo/spec file I'm working with (download the .fla here): [URL] I'd like to have a movie clip (FLV) start playing AFTER the animation stops playing. I know once I bring the clip in, I'll have to give it an instance name and reference it in AS, but I'm not just not sure exactly how to start. I feel like the whole timeline thing traps me up...
View 1 RepliesI've been working on this sort of sunset-like sequence inFlash. I've created a movie clip of a star that has a sort oftwinkle animation. It consists of 3 layers. What I want to do israndomize this animation so I can use the symbol spray tool to fillmy sky with twinkling stars. If I just to a "gotoAndPlay" repeat,they all twinkle at the same time, and this looks pretty stupid. My limited knowledge and experience with Actionscript tellsme that I need to define the animation as a function and use somesort of math randomizer to control when it plays?
View 2 RepliesI have an animated item on the main stage that was imported as a swf but it needed to be edited to fit the stage. I successfully edited each frame and the whole movie is running exactly as I'd pictured it. However, I was reading somewhere that to optimize the movie, keyframes and bitmaps and graphics take up more space and that it would be better to convert an animation to a movie clip. I had to edit each frame of my swf, so right now it's in 15 different key frames When I imported them, Flash turned each frame into a bitmap and then when I edited them for size they became graphics attached to those bitmaps, each as its own keyframe.
View 1 Repliesconvert animation on the stage into a movie clip?
View 1 RepliesI have three small images on the stage in frame 1. I also have an invisible button symbol over one of the images and have given this button an instance name. On frame 2 there are the same three images but with a lower opacity level and also on this frame 2 is a movie clip instance containing an animation. I need an onRollover event connected to the button on frame 1 so that when the user rolls over it, the playhead jumps to frame two and shows the images and also plays the animation in the movie clip.
I've applied the following code to the button symbol on frame 1:
stop();
specialised_btn.onRollOver = function() {
gotoAndPlay(2);
}
and I've also put a stop action on the last frame of the animation within the movie clip in frame 1 so that it won't loop.
The problem is that when I test the movie, when you roll over the image on frame 1 it just continually loops between frames 1 and 2 - it doesn't play the animation on frame 2 as I thought it would.
Should I use Movie Clip or Graphic Symbols for Character Animation? What do people who make TV shows use. If I'm not planning on manipulating any symbols with ActionScript and I'm not using a symbol that requires it's own time line like a walk cycle, is there any reason to use movie clips symbols? If I put my animation on the web will it download noticeably faster if I use graphic symbols instead of movie clip symbols?
View 12 Replieswhat as3 code i should be using to make this happen.
I want the animation (shooting star) to play at random times.
I created a movie clip symbol with a tween animation and created an instance of it on the main stage. The animation is in the movie clip timeline, not on the main timeline. I cannot get the mc to play using mc.play() or mc.gotoAndPlay.
View 7 RepliesFor example, I've created in Flash CS a movie clip CampfireMC, which contains child movie clip:
m_fire:FireMC
FireMC is an animation of flame CampfireMC controls playback of m_fire, for example, last frame of CampfireMC uses action code:
m_fire.gotoAndStop(m_fire.totalFrames)
And the question is how to replace (not delete/add, as m_fire.gotoAndStop(m_fire.totalFrames) will not work in this case) FireMC to another animation FireMC2?
I've tried the following trick, but it doesn't work
var campfire:CampfireMC = new CampfireMC();
campfire.m_fire = new FireMC2();
campfire.gotoAndPlay(0)
how to detect if an animation in a movie clip stops?I make myself clear:I have a movie clip with different animations which I call from the stage with mc.gotoAndPlay("frame label"). Being these animation one after another in the timeline I call a stop() function to avoid the animation after to begin without being called.
Now, on the stage I want to play one of these animations and when this stops I want to make something happen.Is there an event that tells me "this movie clip is not 'animating' anymore"?
Is there a way to stop every nested mc animations as once. In other words, I would like to stop every existing playhead in my swf file with one button. Currently, I got on button stopping the main scene playhead, but it doesn't stop any nested mc animation.Here is what i got on my main scene action layer :
ActionScript Code:
_global.drapeau="1";
_global.stopPlay="play";
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For example, I've created in Flash CS a movie clip CampfireMC, which contains child movie clip:m_fire:FireMCFireMC is an animation of flameCampfireMC controls playback of m_fire, for example, last frame of CampfireMC uses action code:m_fire.gotoAndStop(m_fire.totalFrames)And the question is how to replace (not delete/add, as m_fire.gotoAndStop(m_fire.totalFrames)will not work in this case) FireMC to another animation FireMC2?I've tried the following trick, but it doesn't work
var campfire:CampfireMC = new CampfireMC();
campfire.m_fire = new FireMC2();
campfire.gotoAndPlay(0)
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I have a small tween animation, which i copied to AS3 code using the automatic feature in Flash CS3. the animation basically shifts a certain movie clip horizontally (only X axis) a few pixels. the line of cose which is responsible for this is: <Keyframe index="4" x="500"/> i wanted to make this animation slightly smarter. i want to have that code take the movie clip to a specific X coordinate no matter where it is on stage at the moment the animation is triggered.
for that i wrote the following code: var n:Number = work_btn.x - (-172.4); whereas work_btn is the instance name of the movie clip controlled by the code and -172.4 is the specific X coordinate i want the movie clip to go to when the animation is triggered. i figured that way, n stores the pixel distance between the current location of my movie clip and its final destination. now is there any way i can tell the code to move the movie clip by n amount of pixels?
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When I play my animation in the Flash working file, the animation stops at the end of the timeline, as it should. But when I test the movie, or export it to any movie format, it will play an instance of a movie clip symbol that I used within the animation. There are no extra frames in the timeline beyond what should be considered the last frame. Is there a setting or something I have overlooked that might cause that instance of the symbol to play at the end of the animation, without appearing in the main timeline?
View 3 RepliesI have created a movieclip1 :head, a second movieclip: body
created a movieclip that uses head and body and called that player.
And I create a simple moving animation : works great !
then I associated a class to head: Head.as
package {
import flash.display.MovieClip;
public class Head extends MovieClip {
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When I uncomment trace this.alpha = 1 the ANIMATION IS STOPPED.
i duplicate 300 movie clips how to remove movie clip ofter complete it's animation
View 2 Replies