I have a complex window I'm designing in code. It starts as a button-like thing and once clicked, expands out to a window with text, links, and other misc. stuff. I'm designing it with all the objects to start inside the custom object (extending a MovieClip) and use tweening to expand it all out. The expansion works fine, although it's admittedly ugly..I'm running into an issue when alphaing from nothing (the button is placed over text, completely alpha'ed out to start) to 1.0. It will only start to alpha in if I have the alpha start at greater than 0, even then, when it reaches 1.0, it is NOT full alpha as it should be. Here's what I'm doing, trying to keep what I suspect to be unrelated code out:[code]the alpha of the bg (a shape) is originally set to 0, this code gives me no alpha, if I start it at 0.1, then it gives me some ...what looks like 0.3 at the most
I am having the following trouble using the generated code of a motion tween The code simply moves a movie clip from one place to another (rotating it): Pay attention only to the last line, where I assign the movie clip named test to the motion tween.
Is there a way to make code hints appear for the Tween Class? I declare a new Tween with the constructor var X:Tween=new Tween... But there are no code hints when I try to use its methods.
This is for Actionscript 3.0 on CS5.I've been having some issues with fl.transitions.easing.None.easeNone. I tried to animate my MovieClip character without easing and stopping on a dime. I used the following code to stop the easing:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
This is for Actionscript 3.0 on CS5.I've been having some issues with fl.transitions.easing.None.easeNone. I tried to animate my MovieClip character without easing and stopping on a dime. I used the following code to stop the easing:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
I recently tried using a tween on a graphic to be used when I click a button but for some reason when I go to use the yoyo tween option it gives me this 1120 error code.
ActionScript Code: /*-------------------------------------------------- Tween variable to ocillate the DVlogo at the
ActionScript Code: var myTween:Tween = new Tween(star, "alpha", Strong.easeOut, 0, 0.9, 3, true);
And I also have some extra code that spawns stars all over the place.If you view my swf, http:[url]...., you can notice that the stars appear to 'flash' first before settling down.I'm simply wondering if this is some problem of the Tween class or if I set something wrong. Something I found odd was when I removed my code that generated a random colour for my star,
I have 10 different movie clips that I all want to use the same tween code
Code: function grow(who) { var tw:Tween = new Tween(who, "_xscale", Strong.easeOut, myMovieClip_mc._xscale, 92, 1, true);
[Code]....
Is there an easier way to just have this code written once rather than copying and pasting the code 10 times for all 10 instances of my clip. myMovieClip_mc is where each instance would have it's unique name.
well, In Flash CS3, it was actually possible to give an easing instruction to each segment (keyframes) of an animation. In Flash CS4, in between two frames of an Motion Tween, isn't it possible anymore? I'm trying but the easing instruction applies only for the entire Motion Tween.
I am using tweenLite in my Fla and I have set up this code sofar which is working fine:
Code: function tweenTopicUp(topic):void { var myTween:TweenLite = new TweenLite(topic, 0.6, {alpha:0.5, ease:Expo.easeOut});[code].........
The problem is that i have about 10 buttons (topic1, topic2, etc.) to go. I know I need to do something with Array but I can't seem to get it working .
I've only now started using the new motion tweening and motion editor introduced in CS4 and I have a question. Say I have two MovieClips animating on the stage and I want their movements to be in sync. I've created a custom tween to one of the MovieClips and now I want to have the other MovieClip move with the exact same tween. Is there a way to copy the tween I created for MovieClip #1 and apply it to MovieClip #2? Or do I have to manually re-create the tween from scratch?
When I first saw that tween spans dynamically adjust keyframe placement I thought that meant that if you need to double the speed of something with a few layers of tweens you could simple shift select them all and resize... apparently that's not the case... I assume there's a key command or something, but I've asked around and spent some time googling to no avail....
I am having a problem with a scripted animation. I am trying to use the tween class to send three objects across the screen at once. For some reason, this tests fine in "test movie" but the swf stops the second two tweens at their initial points and tweens only the first one. As you can see from the code, they all have different var names and object names.
var medTween:Tween = new Tween(logo3D4, "x", None.easeNone, 1200, -1000, 6, true); var bigTween:Tween = new Tween(logo3D3, "x", None.easeNone, -500, 600, 8, true); var smallTween:Tween = new Tween(logo3D2, "x", None.easeNone, 1000, -1300, 5, true);
i want to have multiple blocks moving over my stage, but i want use just the one mc in the libary and my function, what adds a new block with random color, alpha and speed.I think, that i have to use addChild();, but i have no idea how to use it properly.
im having trouble figuring out how to script a tween in AS3 with multiple properties. I have the single property syntax down, like such, import fl.transitions.Tween;import fl.transitions.TweenEvent;import fl.transitions.easing.*;var name:Tween = new Tween( gar, "x", Regular.easeInOut, 60, 300 , 3, true);
but if I want multiple properties, im having trouble finding that info.
Is there a way to have multiple seperate objects follow the same motion tween, so one object follows the other, or do they all have to have thier own individual tween?
I have a circular graphic that has 7 images on it. It needs to spin and stop on the next/previous image. It should spin through more than the 50deg required to get to the next/prev image so I added 360.
This part works fine. But when I try to add some motion blur type effect during the spin, the spin sometimes stops without completing. The issue seems to be around the below (but I posted the full code too)
// animate the blur var myTween:Tween = new Tween(spinner, "blur", Regular.easeOut, 16, 0, 1.3, true); myTween.addEventListener(TweenEvent.MOTION_CHANGE, applyBlur);
When creating an animation with a classic tween sometimes I'd have to adjust all frames based on changing stage size and what have you. I'd usually park animations in mc's but even then I'd have to on occasion move the whole animation as whole, using the Edit Multiple Frames button on the Timeline. This is also needed when repurposing Flash ads for different sizes. Sometimes I have to adjust a few layers and leave some layers alone, again for Flash ads and alike.
When using a Motion or 3D tween I wanted to know if this was possible, not because I have a particular scenario but I wanted to see if I could do this in the event of needing to do so one day. I tried this feature and I was unable to move the whole animation as I would with a Classic Tween. The only thing I could do to achieve this was to park the Motion/3D tween into it's own mc and then drop that mc on the stage and move the mc as a whole. Is there any way to select all frames of the Motion Tween and move it as a whole without resorting to putting it in a mc (even though I get that it should always exist in a mc)?
I am writing a flash card game which slides the next card onto the stage when the user presses a button.There are 24 cards, and I have written a separate tween for each one... I think there is probably a more efficient way to do this. Here is what I have:
I'm trying to create a simple loop that adds a random number of stars, fades them out and removes them.The script I've come up with does everything but remove them, and perhaps I need a less on adding children to a stage.
I need a way to make the movie clips unique so I can tell my oncomplete function to remove the property clip, if I don't do this the movie will eventually slow down and crash because of so many (invisible) movieclips.
I wish to move multiple items at the same time with tween.
I'm currently using a loop that calls for the same tween for each item.
I then want to do something when the tween has finished using the tween listener. The problem is that it is being called each time for every item that is being moved. I know I could do some variable that changes from true to flase if its been called once, but is there a better way of doing this?
I am using the tween class on my first key frame of my mc. It looks like this;
Code: import mx.transitions.Tween; import mx.transitions.easing.*; var myTween:Tween = new Tween(main_mc, "_x", mx.transitions.easing.Elastic.easeOut,590, 0, 3, true);
However my question is if I have multiple mcs that will use the same code how do i reference it? Currently I have the above code duplicated on two key frames, one of the first and another after a stop keyframe.
i've got multiple clips on stage and i want to move them all say 20pixels to the right. I want to do this with one Tween and have a nice elegant mathematical solution (i don't want to have to take position stamps etc etc unless its absolutely necessary). Here's an example. 4 clips randomly dragged on the stage and put in an array, Then one tween to move them all (for performance reasons):
i want to have two different tweens on different movieclips within same layer...but what happens is..it groups both the mc into a single graphic...and applies tween for the entire graphic..and also i loose the Mc instance.
how can i achieve diff tweens on diff objects within a layer? More important is dont want to loose the MC instance
I've been trying to get multiple button to ease or tween like most of the popular sites. Mine seems to be not working correctly. I was wondering some one could look over my FLA (flash 8)