ActionScript 2.0 :: Using Listeners With Motion Tweens In Custom Components?
Aug 31, 2005
I'm creating several cutom components. Within each I'm setting up scripted tweens with the Tween class. I have listeners setup within the components to fire internal events. My question is how can one component on the stage listen to the others tween events? Currently I'm setting up internal listeners like so:
MenuListener = new Object();
var easeType = mx.transitions.easing.Regular.easeOut;
ButtonTween = new mx.transitions.Tween(....);
I am created a dynamically adding a VBox, that contains two images. Into a Custom Component that is derived from UIComponent. The problem is the Vbox that contains the two image is only a really tiny size. I would like the VBox stretch to the size of the two images. This is how I am creating the Vbox....
I'm struggling through trying to learn the new tween system. Is it just me or did they completely NUKE workflow with this new system? Is there any way to copy and paste the property keyframes?I often have animations where things loop, so the last frame of the motion tween needs to be the same as the first frame. In the old days I would just select and copy multiple keyframes from frame 1 and paste them at the end. Done in 5 seconds. The only way I can find to do this now is to hand set every freaking property on every freaking keyframe of every freaking object.
I have scoured the web reading tutorials and lots of them discuss getting an object from point a to b.I simply want to move an object from left to right (no problem) pause for 20 frames, and then drop down.
I can accomplish it a few ways but it seems to involve way too many cryptic steps. One solution is fairly easy to implement but the resulting timeline visualization is really poor.[code]...
I have been working on this banner ad using motion tweens (with scaling) for four objects, three road signs and a background. Sometimes it runs very smoothly, but most of the time, the four objects run in a very jagged way? Does it have to do with four motion tweens happening at the same time?
I'm brand new to Flash (started last week). Playing with motion tween editing and thought I understood the difference between using the selection versus sub-selection tools.BUT...... Under certain circumstances (and I haven't been able to get a "handle" on what those circumstances might be), I seem to get a control point on EVERY frame, whether a key-frame exists at that point or NOT on the TL (also, whether I got the sel or sub-sel tool selected makes no difference).
When I first started playing with the new motion tweens I realized that you cannot copy keyframe "properties" on multiple layers at once. You have to copy them one at a time. But I just found out that if you select the multiple property keyframes you can hold Alt and drag to duplicate them all at once.
so i watched the tut on motion tweens on how to change the color of stuff, but i guess im doing something wrong because its not working.are there step by step directions i can follow? also how would one change the color of a gradiant over time?
I am fairly new to flash and I'm currently using CS4 to create shape tweens that morph from a shape (in my case an astroid, not to be confused with an asteroid) to text that I have broken apart into individual shapes. This works very well with the shape tweens; however, I would like to use symbols instead of shapes for my tween.
Naturally, I converted my shape and my broken apart text to symbols and then set up a motion tween. My research has told me that you cannot morph from one symbol to another using ANY tween, but this would not make sense to me.
Am I missing how to actually do this? If it is true that you cannot morph between symbols, then why on earth hasn't Adobe made a way to do this. If I need to substitute one shape for another in a flash video, and I have this shape in 100s of frames in the video, there is NO way to quickly find and replace those shapes, especially if you've duplicated the the several (20) times in each frame.
I have a problem, which I couldn't solve. I made three motion tweens. One is the background, which slides in from left. Another one, is a car, which goes in the scene from right. The two visible wheels of this car are spinning too using a motion tween. The problem is that all these motion tweens keep looping. I would like to let the background and the wheels of the car loop forever, but I want the car to come in from right and stop on the left. When I tried to stop it, it stopped the car, but unfotunately it stopped the background too. How could I manage to let the background and the wheels of the car loop, but stop the car in a position?[URL]
I am trying in CS4 to change visibility of some motion tweens using AS2 _visible=true and _visible=false ( I need to stick to AS2)I am able to successfully target the motion tweens that are not masked, but I can not target the motion tweens that ARE masked. The masks lie directly over the tweens within the same movie clip as the other tweens.
I'm trying to create 2 separate motion tweens - between frame 1 to frame 35 and frame 36 to 65 but it just won't work.
From frame 1 I want a motion tween to frame 35. We shall call the graphic in frame 1, graphic 1 and frame 35 graphic 2.
Graphic 3 represents frame 35 and graphic 4, frame 36.
When I make a motion tween from frame 1 to 35, it overwrites graphic 3 and 4 with Graphic 1. It will not allow me to put graphic 3 into frame 35, only graphic 1. If i put it in, it will automatically swap.
When I make a motion tween from frame 36 to 65, it works. But then when I try to make the motion tween from frame 1 to 35, it swaps it over.
I have a shape on a layer and I have used a bunch of motion tweens on it. I need to dynamically move that shape but I can not figure out a way to accomplish this. Have I painted myself into a corner with this one?
having a problem with targeting multiple motion tweensin Flash CS4. I am using AS2 and attempting to change thevisibility of eight separate motion tweens (visible false and thentrue). I want to be able to affect each tween separately. I amlooking to activate visibility as follows:
if (triggerclip._currentframe == 2) { sword._visible=true; }
I'm making a dropdown menu (first time) and the motion tweens are... well they're being weird. There is not arrow on the frames where the motion tween is. And the drop down menu is not appearing... However, there is definitely a motion tween on those frames, but no motion is occurring...
I have created a motion tween in CS4 that works perfectly when scrubbing with the playhead. However, when testing, the motion tween fails yet the rest of the animation plays perfectly.
I am still making some language flashcards. there are about 20 on the page. when i click the card it is supposed to 'flip' so you can see the translation. the first card does pretty well but then as I continue to the next cards, the tween becomes worse and worse. for some reason as the card flips, its dimensions get thrown off and it becomes really wide or really tall. I want the flip to be a strictly horizontal flip over the y axis. What am I doing wrong?
Though I find that chapter interesting and that I might have a legitimate use for it, it is a bit skimpy with details. I need to COPY MOTION TWEEN AS ACTIONSCRIPT on three different tweens (three different layers), but the tweens need to be perfectly synchronized.
I created an animation with various symbols and motion tweens, mostly on outer level timeline. At the end, I realized the resolution was too low for a quality quicktime export. After scaling the canvas from 550x400 to 1650x1200, I tried scaling the rest of the objects using the "edit multiple frames" brackets, but every scene I try to do this to, only a few of the frames are scaled. They start scaling and moving around all over the place fluctuating between the original and new positions. So i have to go back and manually scale/reposition the tween spans. Am I doing something wrong with the edit multiple frames thing or something? Or is there an easier way to do this I haven't seen?
I am wanting to create a button that, when pressed, will make an image move along the X axis. However, I want several other buttons to move that object along the X-axis to other locations regardless of where it is currently.
I want the object to move from one spot to a second spot, stop, and then move from that new location to either its previous spot or a new spot.
Basically having multiple buttons controlling where 1 or more image goes. I have seen banners that will scroll horizontally when you click different Menu buttons. The banner slides along the X-axis and stops to reveal the name of the new page on the banner (i.e. Home, About Us, Contact Us, etc.). When another menu button is pressed, the banner slides again to reveal the new title page name (ie. Home, etc).
I am a really novice actionscripter and have no idea if or how the following can be accomplished:I have coded a drag/drop function so that when a Christmas ornament is dragged and dropped on a Christmas tree, a window opens up for Url...The non-profit site I'm doing the movie for has one of those special PayPal hosted buttons so that when you click on the PayPal Donate button provided for the site, it opens up a special Paypal window for donations to that site.Is there a way I can code the drop function to access that special window? [code] Click Donate and enter the amount of your donation in the space provided. If you have a Paypal account - log into it to complete the donation. If you want to use a credit card, fill out the form completely and click to review.
Im motion tweening letters in from different angles to form the company's name for a website intro, but some of the letters leave a trail behind them...
I've been trying to find some way to get a realistic starfield (where the stars seem to zoom by you) in Flash for some time. I have tried everything from tweens to simple AS. For some reason, my limited scripting knowledge prevents from creating a good enough effect that I see on sites such as Robertpenner.com. Is there a simpler way to accomplish that effect without having to use motion tweens?
I'm trying to create a flash animation of a wing flapping using three keyframes. The first keyframe is at frame 1. I then created a second keyframe at frame 5 by pressing F6, and then I created another keyframe at frame 10 by pressing F6. At frame 5, I rotated the wing so that it is going up. Frame 10 is the same as frame 1.frame 1: frame 5: frame 10: I right clicked on a frame between frames 5 and 10 and then clicked the first optio , "Create Motion Tween"; I then performed the same action on a frame between frames 1 and 5. When I preview or test the movie, there is no transition between the frames. From frame 1 to 5, there is supposed to be a transition of the wing flapping up. From frame 5 to 10, there is supposed to be a transition of the wing flapping downwards to its initial position. Instead, when I test the movie, the wing remains still until frame 5 and instantly goes to its "wing up state" and when it gets to frame 10, instantly goes to its "wing down state". Here is what the timeline looks like after I've made the changes mentioned above:
I'm using Flash CS4 to make the animation but the tutorial I'm following is using Flash CS3. I know I can use other methods to create the motion tween but I want to know why the method I'm using isn't working.
I have a banner, and on this banner there are three wheels which spin continuously by way of motion tweens. What I want to do is have them stop spinning for a few seconds and then continue spinning, this process will be repeated every time. So my question is: How would I accomplish this? I know I could just add a bunch of frames to stop the wheels from spinning, but I was wondering if there's a script that will do this without having to add frames.
I am trying to target multiple tweens, trying to turn their visibility false/true. I have named each tween in the tween properties box, and I have targeted them like this: plane.plane2.tween1._visible=false (and so on), but no go! Only the first of the seven is actually affected--the others are not.
Tip#1: Some flash movies (mostly those with motion tweens) run slow in Firefox on some computers. To avoid this issue, do not use plug-ins perhaps provided by third-parties or drag and drop HTML programs. Just add the HTML page and flash file in your website's directory.
What I want to do is create a powerpoint style presentation. But rather than change slides, I have one large "graphic" that I am moving around and zooming into by "motion tweening". Now all I need to do is: (with a keyboard event) Start the motion tween and then let it play out Then start the next motion tween and let it play out and so on...
All I have is this, which allows me to start and stop it when it is tweening, but isn't as effective as it stopping at then end of a motion tween, then allowing me to push a key and for it to go to the next "slide". Code: stop(); var isPlaying:Boolean = false; stage.addEventListener(KeyboardEvent.KEY_UP, keyUsed); function keyUsed(event:KeyboardEvent){ if (isPlaying){ stop(); } else { play(); } isPlaying = !isPlaying; }
I've been going over several tutorials and whatnot and I'm confused on the point of movie clip symbols and motion tweens. To me using the other tweens and symbols are "easier". Can someone explain to me why they're so beneficial to have been added to CS4/CS5? Except I understand that movie clip symbols can be adjusted using the 3D tools but is that the only difference?