ActionScript 3.0 :: Camera Movement And Navigating 3d Scene
Jan 26, 2010
I am trying to make a flash website in which users navigate around a 3D model scene to access the content of the site. Is this even possible? I've scene other sites do this but I'm not sure if it's video or 3D. If so I could really use some help with camera movement in response to button clicks.
I've got a scrolldown menu and want a button w/in that MC to point back to a frame in Scene 1 on the main timeline. How would I do that? I tried the following code but it doesn't work. The frame I'm trying to get to is "facelift" (the site is for a plastic surgeon).
function toFacelift(e:Event) { gotoAndStop (1, "facelift"); } faceliftBtn.addEventListener (MouseEvent.CLICK, toFacelift);
actually i want to create this kinda effect which i'm using for my own blog... i'm not a programmer, i'm a designer but i do know 30% of actionscript 2.0
here what i want to achieve is showing in the attached document
I am a newbie in Flash ActionScript. I am trying to capture an image using webcam via Flash. I managed to do this but I have encountered a problem in which: When I moved my head to the right, the video in Flash is showing that my head is moving on the opposite direction.
guess to be clearer: Try on Facebook and click "add photos/videos" on the status update. Click on "Use Webcam" and allow webcam. You'll notice that when it is in "video" mode, when you move your head to the right, the screen will show that your head is moving in the opposite direction. Now, click on the icon on the top right to switch to "photo" mode. Now, when you move your head to the right, the screen will show that your head is moving to the right as well!
Ive been looking at the following tutorial: [URK] but i can't seem to get it to work. If anyone has completed this tutorial, is there any chance of you uploading the fla for me to play with...?? Im trying to use the Star/Space effect located at the bottom of the page.
I'm developing a flash application. I am looking for a simple way to animate my camera's movement. Is there any built in tweening library that supports the camera object? I've checked out greensock.com, but I couldn't figure out how to use their libraries for the camera object.
EDIT: by camera I mean the viewing perception. Not a real hard drive web camera.
I am just starting with 3d flash concepts and I was checking this tutorial:[URL]I wonder if there is a tutorial showing the same movement but with a solid cube. I fact, what I want to achieve is this effect:[URL]
I am working on flash application TELESCOPE or Camera. My goal is to move around the scene and zoom-in or zoom-out I found that if I move scene, I have to move registration point, because I always want to zoom in the centre of my ocular. So far application works fine only if I move, zoom-in and than before I move any further, zoom-out! But when I move, zoom-in (not fully), move again and zoom-in again, the second zooming doesn't appear on desirable registration point
I am capturing camera on flex for android using air 3.1,and found that the camera is only showing the a part of of actual camera video.When i view camera using normal camera application in android galaxy tab, it shows full camera area but when i am capturing the camera in flex its showing only the center area for it.I tried using setMode to set the resolution, but its not of any use.Is there any way to get full camera area captured inside flex using camera.getCamera ?
From a Flash object, I would like to be able to detect the presence of a webcam that the user might grant access to, without actually asking the user whether they want to grant access. This is to streamline a large application that has extra features if a webcam exists — if there is a webcam, the application will present several dialogs that lead up to the normal cam-security prompt, but if the user doesn't have the hardware, I want to skip over them altogether. Requesting access to the cam before those dialogs won't make sense to the user.
It appears not to be possible to call Camera.getCamera() without the security prompt happening. Is there a workaround? (For instance, could I, perhaps, call getCamera in a hidden Flash object and inspect its return value, or does it block until the user acknowledges the security prompt?)
I have a video capture device on a machine. I have written a windows application to capture the video from this device. While capturing, if i try to broadcast using flash it does not connect. If i'm already broadcasting and then try to capture then my windows application does not get the capture pin of the device. So, flash seems to be taking the capture pin. Is there anyway to broadcast using the preview pin on the device so that i can capture using my application. Or is there way where i can split the capture pin and give one to my app and one to the broadcaster
Usually Adobe Flash applications can access any usb-webcam.I have a USB camera for microscopes which understands TWAIN and DirectShow.Is there a possibility to access the video data from this camera with flash?
ive made a button in the scene 1 which i have managed to navigate to scene 2 but when i click the button it goes to scene 2 but displays everthing that is in scene 1 in scene 2, how can sort this out so upon the button click in scene 1 it goes to scene 2 and only display content in scene2.
everything here is fine. It opens finely. But... i want to pass parameters where if i click a button in html page My.swf should open a particular scene called 'Scene 2' rather than scene 1. i tried
I've been playing with carousel code, and was wondering how to change it from circular animation (carousel) to left/right linear (conveyer belt) style animation, how to change the mover code and 't.angle = i * ((Math.PI*2)/numOfItems);'
I have a mc (fStrip) which looks like a piece of filmstrip with thumbnail images in it. I want this mc to move when the users mouse is positioned over it, but I only want it to move only along it's x-axis and in a direction opposite that of the mouse. And I want it to move or flow smoothly.
I've been trying to figure this out (see my lame attempt below) but without much luck.
onClipEvent (mouseMove) { buffer=20 //movement buffer mousePos=_root.fStrip._xmouse //store mouse position if (mymouse!=_root.fStrip._xmouse){ //if the mouse has moved
I wish to get the effect of ants scuttering across the screen or up a tree, I have not decided which direction yet. I started with the tutorial code for the snow effect from kirupa, and changed it around to fit the little vector ant I created. The way I have it now looks pretty good, but the movement is a little too fluid. They obviously move in sinusoidal paths bc the code tells them to. I have about 20 copies of the main obj, and they're all a little different in size and specs (speed, transparency, etc) but what I was wondering was if there is any way I can change the code to make it a little more hectic, or erratic, not so fluid. If there is no way of doing so, it looks pretty good right now. If there is, however, I think it could look awesome. here's the code I'm using for the object.
so I have some buttons that, as of right now, simply trigger the scene to move on while at the same time killing some particle effect animations I have spawning when the animation is idle. What I now need to do is make these events move on to a specific scene AFTER the rest of the scene's animation has played out (about 400 more frames) I'm figuring that the gotoAndPlay command has to be tied to some sort of timer variable that I would have to figure out based on my fps. Or maybe there is a way to set up a timer directly tied to a certain amount of frames allowed to go by. I'm pretty noob at actionscript, so keep that in mind. Here is the script at the point where the animation pauses to await user input on the buttons:
No..not that type of parenting ;DOK,I have a main scene, then sitting in the root scene I have 2 movie clips.1)centro2)fotoIn the first movie "centro" there is a menu btnI want this menu btn to call up mclarge + its frame (1) thats housed 3 levels inside the foto mc in root.
Main scene - (1) centro (banner which houses menu btn) (2) foto_mc - Main_boy_mc (<---works if menu btn houses in here)
ArgumentError: Error #2109: Frame label null not found in scene Scene 1. at flash.display::MovieClip/gotoAndPlay() at intro_fla::MainTimeline/intro_fla::frame606()[intro_fla.MainTimeline: :frame606:3]
I'm trying break down a large Flash project into smaller swf's using a Loader :
stop(); var reqA:URLRequest = new URLRequest("New_Inro.swf");var loaderA:Loader = new Loader(); function imageLoadedA(event:Event):void { addChild(loaderA);} loaderA.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoadedA);loaderA.load(reqA);
Some of these swf files are animations which have code that states :
MovieClip(parent).gotoAndStop("frameThree");
The first loader works but I cannot get that swf to move on to the next frame(frameThree) to load the next swf file
Instead I get this message
ArgumentError: Error #2109: Frame label frameThree not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at New_Inro_fla::MainGuy_1/frame146()[New_Inro_fla.MainGuy_1::frame146:2 ]
I'm getting this error in the OUTPUT window, when I PREVIEW (COMMAND + RETURN) my SWF:
ArgumentError: Error #2109: Frame label nGallery_btn not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at BrookBrovazMusic004_fla::MainTimeline/pageSelect()
- The funny thing is that the SWF works the way I want it to. You can view it here: http://brookbrovaz.com
- I just don't like the idea that something's wrong, according to the OUTPUT window anyway.
ArgumentError: Error #2109: Frame label instance121 not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at Untitled_fla::MainTimeline/goLabel()
this is my code:
stop(); function goLabel(e:MouseEvent):void {
[code]....
i am using a movie clip button to open a swf with a loader. hope i m not missing any information/other coding....
I've created a class which simulates an action for example a ball bouncing about a screen thus I'd create it like so:
Code: var Ball1:ball = new ball(x,y);
How would I go about adding this to a loop, in a sense of every frame add another ball till you reach the maximum balls currently after looking in help, google and forums this is all I could find
I have created a new Flash file using A3.It has a menu system which all works, I have included trace code that outputs button pressed.So the next step is when the right button is clicked it takes them to the next scene. Please note I have coded it in AS3. When I compile it returns no error however at run time when I click on the buttomit returns the following error:
Menu 1, button 1 ArgumentError: Error #2109: Frame label contact not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at menuformason_fla::MainTimeline/itemButtons()
The code below works fine in CS3. But I get the following code when I try to run it in CS4:
ArgumentError: Error #2108: Scene Scene 2 was not found. at flash.display::MovieClip/gotoAndStop() at introActionscriptWorkFile_Scene1_fla::MainTimeline/gotoScene2()
Here is the code: (Note: "scene2Frame1" is a frame label).
When I place a FLVPlayback Object on scene 3 I get the following errorTypeError: Error #1009: Cannot access a property or method of a null object reference.atUntitled_fla::MainTimeline/__setProp_flv_promo1_Scene3_Layer1_0()atUntitled_fla::MainTimeline/frame1()
I have an eventListener on a particular movieClip that triggers the timeline to play when clicked. This should play through a short tween, then hit another piece of actionscript in the last frame of that scene, which should take you to the next scene. I also have an audio file loaded into a soundChannel, as well as a few timers that operate a click prompt over the movieClip already mentioned. My bug is that if you click on said movieClip before the soundChannel is finished playing, all functions properly. However, if you wait for the sound to finish, this initiates a few timers that cause a prompt to fade in, telling you to click on the movieClip. If you click on it, still, everything works fine. But once the timers complete their work, and the click prompt fades back out, the tweens do not operate properly. If you then click on the movieClip, the timeline seems to play doubletime until coming to a stop() action in the next scene.