I am using flash cs4 and flash player 10 to flip a card using rotaionY and rotationZ.Its a movieclip with a dynamic textfield inside, font is embeded and antialias for readability is set.Textfield is on full pixels as usuall, but the problem is that after rotation text becomes smudged.
I have a movieclip and when I do 3D rotation from Transform panel, It rotates perfect, center is in the middle of image, and when I apply mc.rotationY, rotation center is in left of the image, aren't 3D rotation from Transform panel and mc.rotationY from AS same? what's up?
I'm trying to do some augmented reality projects with flartoolkit . I can now put simple 3d objects on my marker and it works fine , but I wanna give my project some events that the user can interact with. I'm trying to trace the rotation of the marker. there's a container:DisplayObject3D which my application uses to add the 3d objects , I traced this :"trace(container.rotationZ)" but it's just returning 0 . I studied another AR application's source code and it was using the rotation of it's container object without problem .and I think I should mention that I'm using the exercise file of seb lee delisle papervision3d course from [URL]. anyone has any experience with flartoolkit? the main functions of my my code is as below:
Is it possible to have the child movieclip rotate separate of the rotation properties assigned to the parent? so ultimately giving the child element it's own axis?I've customized Lee Brimelows (gotoandlearn.com) 3D carousel to spin on the x axis to make it a vertical carousel. I've also rotated that by 45 degrees on the y axis to see all the items, and wrote a snippet of code to hide the left portion of the carousel. The entire carousel is contained within the 'container' movieclip, and inside of that are my carousel items (as seen below), with the larger item being the item in focus.
On rollover of the item in focus, I want to rotate it so it faces the viewer (as seen below),basically removing the 45 degree rotation applied to the container.The problem i'm running into is when you rotate the container (changing the rotationX of the container), the axis basically rotates with it, so when i rollover the next item 'in focus', the following happens..(in the example where it appears how it want it to, the carousel is at a rotationX of 0, so it works fine)
I have a map application where booth numbers are being auto-generated for the booths. In the map controls, you can rotate the map 90 degrees and when the map is at 0 degrees of rotation, the booth numbers show up just fine. However, at -90, -180 and 90 the text is gone. Here's the map[URL] Here's the function used to generate the text fields:
Code: var textClip:txtClip//linkaged empty movieClip in library textClip=new txtClip();[code]....
i've added the linkaged movieclip in my main.ImageArea MovieClip,and i'm giving rotation for that added child.While rotation the textClip goes somewhere..and i can able to see the text only in rotation 0.
Program A has a cannon that aims to line up with where-ever the mouse is pointing, in 360 degrees, and fires when the mouse is is clicked. Program B has an eye instead of a cannon that should in theory do similar functions when the capslock key is toggled, but instead only has a 90 degree range of motion from the Right of the eye toward the bottom (quadrant 4 only). Where did the ther 270 degrees of rotation disappear to?
i.m trying to create a 3d rotation much like the widely used carousel only the rotation i desire consist of four upright(90 degrees) movieclips resting on a slanted, 30 degree plane which rotate onEnterFrame or following a tween on a oval like path - then pause for a given number of seconds at the four movieclips positions equal in distance on the plane
function around() { this._x = Math.cos(this.angle) * radiusX + centerX; this._y = Math.sin(this.angle) * radiusY + centerY; var s = this._y /(centerY+radiusY);
i have done my draw line with help from rameshSe7en.I have tried to add a text input for user to enter input. When the textinput is done using the "enter" key, the text will appear.Right now, my text will somehow 'cut' over the line at certain angle. I know that there is some maths formula involved, I am having problem getting the maths formula..I want my text appear to be parellel with my line drawn, something like this: this is my actionscript coding for the drawline & text input:
So I'm working on a project where I'm building a flash loop to play on a display in an office lobby. I'm making it so there are static elements in the animation as well as dynamic elements. I'm thinking it will pull in all the data from an XML document - I've got that worked out. Here's where I'm stuck.
I know how to use Actionscript to dynamically create a text component, and I'm using TweenLite to animate that text component -- but how would I go about setting up a class that looks at the total number of dynamic screens that need to be created and animate all the text in a sequential order...one slide at a time.
I have a movieclip (parent).inside that there are many buttons(movieclips). If click on any button the whole movieclip(parent) should rotate and stop at a point. For each button inside parent movieclip there is textbox. While the parent is rotating the text is also rotating, I don't want that effect. I even converted the textbox to movieclip and tried to make that movieclips rotation=0 but not working.
If you have two textareas, one has a rotation value besides 0 and the other has no rotation value or a value of 0 and you 'tab' focus from the one w/rotation to the one w/out. The border around the textArea w/out rotation will be rotated. If you set the rotation value of the non-rotated text field to a non-zero number, even 0.01, it fixes the problem, this causes tons of other problems in text rendering though so its not a solution.
I found setting the focusThickness style to 0 removes the border, which is a good solution but not a great one, anybody got a better one? Here is some sample code:
I am watching the tutorial on the motion editor and when he opens the motion editor to edit the Rotation X and Rotation Y values I'm in trouble.My motion editor now only shows Rotation Z but, no Rotation X or Rotation Y. What am I doing wrong?
I am trying to do a simple "pseudo 3D" rotation of a movie clip. The clip would "flip" on to the screen. I have created the effect using PaperVision3D, however, the final SWF is about 64k and my project requires a smaller file size. I tried to create the flip effect manually by creating skewed versions of the clip and tweening between them, except this doesn't work because the shape is not tweaked along the vanishing point as it should be. It looks like perhaps I could accomplish what I want to do using the MatrixTransformer but I've not had much luck so far.
This works fine but now I would like to have another pointer but with an starting angle of 60degrees. Is there an easy way to ad a starting degree or angle value on this code?
How can I control the center of rotation when manipulating CS4's 3D properties? --I mean in code, that is. I've set the 3D Center Point in the Transform Panel, and if I rotate the MovieClip in the IDE, it rotates correctly... but when I manipulate rotationY via code, that 3D Center Point is not used.
So I've found numerous tutorials on rotating to face the mouse, and none of the rotation equations work properly for me. I made my own that worked but then it just over complicated things such as bullet direction and the likes so I want to figure out what's going wrong.
Code: var radians:Number =Math.atan2(mouseY-ME.y,mouseX-ME.x) var degrees:Number = (radians/Math.PI)*180;
I have a client that wants a product to rotate around its axis for a full 360 degree view of the product. The final view needs to be draggable - so a user can use their mouse to turn it left or right. I took photos of the product in 10 degree increments and created a movie clip - but I can't figure out how to get it so a user can control the view: turning the product left or right.
As you can see in my code, I'm trying to adjust on the fly the x and y properties so that the movieclip gives the impression to rotate from its center and not from its corner at 0,0
Code: var myclip:MovieClip = new MovieClip(); myclip.buttonMode = true; myclip.graphics.beginFill(0);
[code]....
but it doesn't work and the clip does not rotate well
I am trying create a rotating circle with buttons/menus around the edges and this would simply rotate around, not like a 3D carousel, just basic rotation of a circle triggered by movement of the mouse on a vertical axis!I have attached a jpg example to give you an idea of what I am trying to create.Would anyone be able to direct me to some tutorial something similar as I can't seem to find anything.
i was wondering if theres a way to link the amount and direction of an objects rotation to the mouse position. I want it so if you move the mouse far to the left the object spins fast anticlockwise but if you move it to the center it stops.
I recently started creating a small banner with a cog positioned half on the canvas in constant rotation and multiple buttons placed on the cog so they spin on and off the canvas. Unfortunatey at a slow rotation something like 400 frames at 25/sec the cog jitters a lot, even more when more buttons are added.
I was wondering if there was anyway to smooth out the tween for a nice non disruptive rotation and if there is anyway to cause the cog to slow down when hovering over a button.I can make it stop completely on a roll over and start again on a roll out but I was hoping for more of a speed decrease and have never worked with altering this before.
Is there a simple AC3 code to make a object rotate? I wish for the object to rotate on the X axis (in other words, if it were a 3D object, it would look like a rotation) Is there a simple AC3 fix for this?
Also, to prevent another thread being made; I used Arial text, then I swited to David text, but no matter what I try (Save, republish, simulate download) the text stays Arial text;
How do you get the rotation of the marker in FLARToolKit? All that I can find is how to do it with papervision3D but since I am using Unity3 for the 3D, this is not optimal.