ActionScript 3.0 :: Combine / Blend Two Drawn Graphic Colors Without Masking?
Jan 23, 2012
I have a drawn sprite- a sine wave to be exact, which is behind a layers of dynamic masks. i need to have this wave shown in different color ranges as per the amplitude.
this wave updates dynamically based on values so am trying to use something like blend mode or transparency to set the color range instead of computing it which will make it an expensive process.
how can i color different parts of the wave based on its height/amplitude range?
I was trying some stuff with masking. I have a shape on one layer. And there is another layer which acts as mask for first one. In the mask layer, I keep adding a graphic symbol to be able to reveal first layer's portions.
This is not working.
I am attaching my fla for your reference.
Please let me know what am I doing wrong.
Interestingly, if I use just shapes instead of graphic-symbol in the mask layer, it is working fine. Why is so?
Anyone has had white vertical lines along one or both sides of their masks?Looking for the lines and can't find them (Mask are made in the visual interface).The mask is a black rectangle, it moves over a 2 black rectangles, one 100% alpha, the other one 35% alpha. White lines only show on 35% alpha part.
I'm using Flash CS3 to build a simple drawing application. When the user clicks a button, they select a particular movieclip. After clicking elsewhere on the stage, the clip is instantiated and added to the stage at the position of the cursor. I've also added the option of being able to click on the added clip and drag it around on the screen. And this all works fine.
The problem is that I also want to be able to dynamically draw and add objects to the stage via the Graphics class. Whenever I add objects in this manner, their x and y coordinates are always 0,0 no matter where I place them on the stage. This makes positioning these graphics very very problematic. I created a modified positioning function specifically for these dynamically drawn graphics and while it does "work", it feels less responsive than the positioning for movieclip objects. I'm still trying to optimize this function, but it seems to me that the ideal solution is for the graphics to have non-zero coordinates when placed in the middle of the stage like movieclip objects. Is there some "workaround" to achieve this?
I wonder what kind of class(es) I should use to accomplish this task. I have two predefined colors, 0xFF0000 and 0x00FF00 (red and green), and I would like to set a number of gradiants of colors between these two colors. [code]This generates a random color, but I don't want to generate just any random one. Does anyone know what kind of color class I should use to accomplish my task objective?
Im building a website fully with flash and there is the typical navigation bar to get to the other parts of the site..
each part of the site has a different background photo and I would like to fade out/In each background of the site...
if it would be linear on the time line its obviously just a matter of motion tweens and alpha values.. .but how to do it if one wants to jump say from section 6 to 1 and have background 6 blend with background 1 ?
I guess there is a way to create an if statement in ActionScript ?
I'm working with duplicating a bunch of movie clips, attempting to recreate a waterfall affect. For each drop I apply a overlay filter progmatically, and I want to set the alpha to a value of ten or so. So the script I used to do this was:
is it possible to blend an image over other images in flash? like if I wanted pictures to scroll behind a color gradient... here's what I'm working on: effect done in photoshop, but I what to achieve it in flash)See how the images blend with the colors behind? so when I click the right arrow and the images slide over, I want the overlay to effect them. like the pinkish/red image on the right needs to be greenish when it is displayed on the left side. I could perhaps do it with a gradient in flash (though I'm not sure how), but it would be better if I could use a png file for the color overlay so it matches better
when playing with blending modes I noticed that they affect the background of an html page.To me this says that flash is interpreting the image below and adjusting the pixels in flash. If this were true it would be possible to take screen shots .I tried copying the bitmap of _root and other movieclips but it does not record the html site in behind.
I'm trying to achieve an effect similar to the Overlay blend mode between two layers in photoshop in Flash. It sounds simple enough, but BlendMode.OVERLAY produces a distinctly different result than what is seen in photoshop using the same two images. I was wondering if anyone knows a good way to mimic Photoshop's overlay.
Is there a way to control the blend.multiply transparency value?
code:
Code: import flash.display.Sprite; import flash.display.BlendMode; var c:Sprite = new Sprite();
[Code]....
I know its kinda nonsense controlling this value, but what I m trying to achieve is a less "transparency" over the objects, but maintaining the multiply effect.
1.Is it possible to blend music looping from a frame lets say frame 1 to frame 10 and then having it not loop but go into the other frames lets say frame 11 to 21?
2.How can i get it to just either blend or loop, i know looping is possible but i've forgotten how, i haven't used flash since 06'
3.Is it possible to put two songs on one frame without making it sound really bad or jumbled up?
4.how can i put sound effects on a button, lets say you click something or get a coin in the game how can i make it so the 'coin noise' goes on the button?
I'm a seasoned AS3 developer working on a major online project and we've run across a strange visual anomaly which is connected to the movieclip cacheAsBitmap property. When using author-time additive blends (which we use for lighting effects) in a movieclip, turning on the cacheAsBitmap property (without which performance becomes unacceptable in our very detailed art) seems to 'destroy' the additive blend. The art director says that the visual effect produced is as if the blend mode had been set to Normal, which I can confirm--some blends which are yellow turn orange, other 'spotlights' turn from transparent yellow to dark gray.
Is there any way to create text effects like arc in, arc out, blend, bridge over etc as in th powerpoint, photoshop text effects in actionscript.I created arc and circle text.I need for blend and waving text effects.
I am trying to create a custom blend mode much like the blur blend in Windows Vista, where all the of the contents in the windows behind the one on top are blurred. (I hope you understand what I mean.) I would like to accomplish this using a pixel bender effect, naturally. Unfortunately I can't get any kind of blurring (or for that matter, any image distortion at all) to work when I use a pbj file as a blend mode. These kinds of effects work fine as a filter, and seem to work fine in the toolkit as well, but don't seem to work at all in flash as a blend mode. it seems that flash doesn't allow you to sample any points except the current x and y that it is working on when used as a blend.[code]
Layer 1: Linear gradient with transparency on each side.
Layer 2: Graphic symbol of an animation that runs across the entire screen.
The edges of the gradient should mask the animation on either side so it looks like it's fading in from one side while fading out on the other.Is it possible, using just the timeline, to achieve this effect? It's been awhile since I've done timeline animations but I know I've done this before I just can't, for the life of me, figure out the magic combination.I've tried changing the gradient from graphic to movieclip, I've adjusted blend mode, and bitmap caching, yet each time I run the animation the gradient is ignored completely.I read that using masks for gradients are ignored so I changing the layer back to it's original and specify the symbol as movieclip with blend alpha did nothing as well...
Right now I have a section of my code that looks like this.
Code: this.createEmptyMovieClip("two",this.getNextHighestDepth()); two.loadMovie(someURL); var blend:Array = ["multiply", "screen", "overlay", "hardlight"]; var randblend:Number = Math.round(Math.random()*blend.length); two.blendMode = blend[randblend]; trace(two.blendMode);
The trace works fine and shows a random blend mode, but the blend mode isn't actually applied visibly. I apply the blend mode in the same way to an image loaded from the library, and it works perfectly. I don't know why this isn't working... Is there any way to have the blend mode actually apply?
I figured out a way around this problem. I just added a movie clip inside of "two" and loaded the image into that, still applying the blend mode to two.
I have a swf that is loaded with moviecliploader class onto a container empty mc.
The problem is, some stuff on the loaded swf contains a blend mode overlay + alpha animation. When it's loaded .... the overlay mode is just aparently ignored! >_<
I guessed it's maybe because the overlay thing is in one swf and the background is on the other, so i tried setting the overlay with with onLoadInit ... :
I am using CS3, AS2.I have a background image that I am allowing the user to select multiple layers over the top of (layer 1: new pattern, Layer 2: design) and the movieclips have the Blend: Overlay applied to them. My problem is when they select a second option (or a second overlay is applied to the background) the overlay shows the layer belows pattern in the new layer.My question is, is there a way to have the the two movieclips ignore each other and only apply the Blend:Overlay to the background movieclip?
I'm wondering if I can lower the transparency of any skin in QuickBox2D, I have searched the documentation but I can't find it. Transparency value or filters(Multiply/Overlay). Example: If I create a movieclip, and make it overlayed and then call it through a QuickBox2D, it will become invisible. I want to blend skins with the stage background image. [URL]
I am trying to save an image from flash, just load a image into flash place some decorative clip art and then save the image to the disk. I was able to do this via BitmapData + PNGEncoder + FileReference.
Now as an experiment I have introduced new clip sprites for decoration, where in each of these have multiple sprite children with different blend modes say "ERASE", "OVERLAY", etc. As far as the flash runtime is considered I am getting the expected effect for blend modes.
But as soon as I try to save the image, the output is weird, it doesn't resembels what I see in the flash player. I also tried to print the page as pdf using PrintJob class, but the pdf would not show the filter effects or the blend modes ones.
As far as I am using the plain clip arts with no effects, no blur, no blend modes the image is generated. But when i try to use the BitmapData.draw() method with the image that has clip arts with blend mode or blur it fails.
BitmapData.draw() with blend modes, as I feel if the we could possibly see the blending effects in the player then we could possibly print it as well.
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1) on this dude's site, Beyond the Pixel, he/she's got the style sheet repeating a trend gif. I created one myself and have got it working on my htm file. Problem is, I want to be able to get the htm repeated image to seamlessly blend into my swf file. How did BTP do it? I assume I need to estimate the pixel distance (the repeated gif I'm using is 5x5 pixels) then absolute place the swf file using proper css placement code. Then I'd just start that same gif in flash on the movie's edge and repeat it across the movie (x and y). I think I'm right on the former, but feel that I'm being to simplistic in the latter.
2) I followed this tutorial on preloaders. Got it to work, even managed to get it to load vertically and change the size of the loadBar. Problem, and it may not be on true publishing, but when I test the movie, the preloader does its deal but right before it goes to frame 3 to display a ND picture, a little green box pops up in the upper left of the frame. It does this every time. I'm using Flash MX '04 on a G5.
I created 2 separate swf files. One is a slideshow and the other is an interactive tool. I have have also converted these two files into a flash projector so as not to worry about plug ins that customer may or maynot have.I have another file right now which is the menu flash file that has buttons pointing it to the flash projector individual files. Since these are exe files, once the customer clicks on it, it will warn that it is potentially harmful and they have to click "run" in order for it to show.
Anyone can tell me the way to combine 2 fla files together. It mean in the 1st fla file I'll make a button and when I click the button it will run the content of 2nd fla file.
Say I create a symbol, and then another inside the symbol. In the library I now have 2 symbols. Is there a way to combine these into just one library item?
I have 2 .flv files that I'd like to combine, no editing other than I want a sigle file so what were 2 sequences runs continuously as 1. Is there a way to do this (quickly) without having to re-encde? Easiest method: premiere or flash? or other utility that would join segments only?