I have created two buttons (Button1 and Button2). When you click Button1, an animation pops up. You click on the animation to close it - that works fine. If I then click on Button1 again to replay the animation, the animation does not show. If I click on Button2 THEN go back to click on Button1, the animation plays. Why can I not click that same button twice in a row? What am I doing wrong?
im trying to do is have a button that shows an animation (created by a duplicateMovieClip function) with onRollOver and stops the animation with onRollOut. It works when i roll over and it stops when i roll out, but then it continues in a loop up to the point where i rolled out (instead of cutting off completely as i would like). Id be extremely grateful if you could tell me where im going wrong.
I am coding a website I am using caurina tweener and hove problem with pretty much every object that i try to tween. Problem is that the tweened object sometimes just don't finish the animation. That's pretty annoying and i heard that this could be something with garbage collection. Here is some sample code Tweener.addTween(this, { rotationX:0, time:.5 } ); //Where 'this' is movieClip
How can i get the tweener animation to endlessly loop? I'm trying to animate a banner ad and i need the info to animate in, pause and animate out. Then repeat. Works great until it's time to restart.
ActionScript Code: import flash.filters.*; import caurina.transitions.*; function valueSet() {
is it's possible to create a similar effect to this menu:[Url] on a xml loaded text, in Flash. Would I need to create a mask and place it above the text then tween it's x position using tweener? would that work?
I have a movieclip that shows an animation onRollOver and an animation on RollOut but onRelease the animation enlarge itselfs but now when I'll roll out when the animation isn't open (so i didn't release) the animation plays the animation for the minimizing of the animation. Here's my code (I know its a bit amateuristic but I'm not a programmer )
I have flash animation on my web site, in all other browsers except IE shows. Header is same size as object. <div id="header"> <object style="width: 760px; height: 128px; margin-top: 3px" codebase="[URL]"> <param name="movie" value="[URL]" /> <embed src="[URL]" quality="high" width="760" height="128" name="myMovieName" type="application/x-shockwave-flash" pluginpage="[URL]"> </embed></object></div>
I'm looking for a SWF animation, something I could place on my webpage and input images via an admin section.So I would put the SWF in place, and then he would feed himself via an XML file I would do (or something like this) that I would construct with a PHP script from a MySQL database. The script would take randomly images from the DB.All I want is the SWF, I can organize myself with the XML/PHP/MySQL thing.
The animation (the SWF) has to be extensible, I mean, I want to specify the width and height of the animation and I want it to scroll from right to left continuously, at an average speed. This implies that the animation could be, let's say 900 pixels wide, there could be numerous images at the same time scrolling from right to left, all images would have to keep aspect ratio (the maximum height specified).
I have sum photos which I suppose to create a flash animation to show those photos but I'm not good in flash and have no idea what to create... As I have quite alot of photos, so I cant use frames onli. Give mi sum suggestions or any free example tat I can download?
(PS. It must be auto-play without user to click anything or to mouseover)
I'm using flash mx 2004 and sorry if I put in the wrong forum....
I have a certain set of motion twains that I've successfuly completed, they constantly loop right now (default), and is saved in the SWF file.I'd like to take that finished looping animation, and insert it within another animation (a) that can be played with a play button, and stopped/resetted with a stop button.How do I insert the completed looping animation into the main animation? And is there something special I have to do in the actionscript of the start and stop buttons so that the "inner" looping animation will start and stop with the "outer" main animation?
Note: I am only using the Flash animation in IE only as I created an equivalent, jQuery based animation for all other browsers (because, surprise, IE didn't handle the jQuery version).look at this in IE only.The Problemhen you hover over the dropdown menus, the Flash animation temporarily "freezes" and the continues. This causes choppy behavior in the Flash animation.
Okay, now things are getting a little complicated. I need to build a Flash object that can sit over the corner of an image to serve extra content. It's way beyond my Flash skill level, my work is usually limited to print work in Photoshop and Illustrator so please excuse me if any of the following isn't clear. I am trying to learn though, So this is how it's all supposed to work, along with my issues; When the image & Flash item load a small looping animation will play to draw the eye/show the item as interactive.
When the user rolls over this the corner will peelback. I have a working peelback animation for the rollover, that reacts to mouse over/mouse off, and a looping animation for the initial, but I cannot work out how to make the initial loop until mouseover, then play the peelback when the mouse is over. And go back to the initial animation loop if the user rolls off. (Each of these animations is stored as a movie clip in the Library) Then it gets more complicated... if the user stays on the corner until it is fully peeled back I need to make a small countdown (sort of a 3, 2, 1 situation) show, before launching a lightbox (would this have to be jQuery, or could it be done in Flash?) in the browser to serve the content.
I'm trying to create a slide show type animation, the slide will advance every 20 sec. here is my code:
var timelinePause:Timer = new Timer(20000, 1); timelinePause.addEventListener(TimerEvent.TIMER, timerHandler); timelinePause.start(); function timerHandler(evt:Object):void { this.overlay_mc.nextFrame(); }
My question is; How can I get this timer to reset and run again after the nextFrame() has triggered.
On a flash time line we've got this movie, it plays and then on the last frame there is action script to stop it. (prevent loopage) However, after the movie stops there are a couple of movie clips that loop forever, one of which is a spinning navigation. The navigation spins and spins for eternity, until you mouse over it. When you mouse over it it stops spinning. Theoretically you can then click on the button, which will lead to the page, that you want to go to.Now, making the buttons lead to the page, that's not a problem. The problem is, that before I want it to jump to another page, I want there to be a....how do we see...entrance animation to play.So like, if you click on blue page, a blue square will fade in on top of the button you just pressed, it will grow larger and cover the page, then bam, new page loads (new page would be designed in blue, thus you get the idea?). I know how to use a button to load movie, to make a complete flash site, but I'm not doing that, I want the pages it jumps to to be in html. But I know about doing that too.
What I don't know how to do is, make the entrance animation show up where the button currently is. Because the navigation is spinning and because it pauses on mouse over, the buttons are never in the same place. I know the loadmovie command can load a movie on top of this one, but it generally just throws it up there, or you can specify a point, but how can you specify that it load starting where the button is?
ok lets say you create a button that when held down play an animation of 20 frames if realsed it goes to frame one and stops if held down it plays out this animation. for the topic lets say you have a fire animation and you want the fire to apear and if the user hold its down the animation reaches the end of the time line and loops back and plays the last 5 frames of the animation and as soon as it is let go it goes to and stops at frame one. Well i know how to make a button that when held down plays out an animation. And i know how to say when released goes to and stops at frame one. What i dont know how to do is to loop the fire at the last 5 or 6 frames so the user can hold it down all day long and play out that animation.
Ok when you press link one it olads great! when i press link 2, it plays the closing animation, but not the entire animation, thats the problem.My closing animation is a red square going from one end to another ( for the hell of it).But you see content number two will load b4 the red square gets all the way across!!
Now I have 2 movieclip. Mc1 & mc2. I planned to to make mc2 do certain animation and user must input the key within the progress animation of the mc2 in order prevent something happen
so I have a looping animation that is several frames long. Inside the animation is a button, when pressed I want to go to another part of the timeline, where another animation is waiting. Simple, I got that working no problem. But... I need the first animation to go to the last frame in the loop before starting the next animation. The way I have it now makes an ugly cut, and the transition between animations isn't seamless.
My objective is to paste together several ( a lot, actually ) armature animations, each in a separate symbol.I have no idea how to do it, armature layers are a bit... strange. So i see only one solution: convert it to a regular layer.
I have created a web application which records users video from webcam and stores.Once the user recorded his video he can previwe it.All the functionalities works good in local but not in internet.In internet when i preview the video it takes long time to play.some times it stops in the middle.Is there any way to play the video smpoothly or show a loading animation when it buffers.
i have a over and out animation but i only want to play the out animation when the over animation has completely finished and the same with out animation. i have this code
I was able to create an animation which only runs when I place my cursor over the animation box.The animation stops playing when I remove the cursor off the animation box.I was able to do this using button rollovers.How do I apply a URL link to this animation.When I place my curser over the animation box it plays,and when I click on the animation box I would like it to link to a web page.
On a horizontal bar, text scrolls from left to right, continuously. The text is a fixed string of city names, and I've made it so that it loops nicely. This horizontal bar with scrolling text is part of a vertical animation, scrolling the bar in and out of view. The vertical tween starts after two seconds. When the vertical tween starts, the horizontal animation has started as well. At the beginning and end of the vertical tween, the horizontal tween starts over. I want it to continu.
I have an 2 animations that I need to syncronize. The first animation is a projector screen entering stage, the second is few text layers and images. I timed the second animation 2.2 sec after the screen animation starts (using timer event) and it worked. When I tested it in other computers and on the internet the screen movment was much slower so the second animation entered the stage too fast.
I want to order the second animation to enter only when the projector screen reach it's destination on stage. The screen animations has 2 parts, in animation and out animation connected by a stop(); commend in the middle.
After reading some articles about increasing performance, I read that if you would cache your movieclip animation to a sequence of bitmaps, that this would be much faster. So after spending lots of hours I created a bitmap animation class that converts a movieclip to a bitmapanimation.When I completed it, and did a performance test with about 40 movieclips on a stage size of (1024x900) and set the frameRate to 100 fpsIt runned on 58 frames per second. (30 mb memory) But when I tested it without converting it to bitmaps by doing it the old and simple way of adding the movieclip dynamically on the stage withalso 40 movieclips, it runned even better (61 fps). (4mb) And it did not use so much memory as the bitmap approach was doing.
Then I thought perhaps I was doing something wrong with convertinh to Bitmaps, and found on the internet also a Bitmap Animation Class, and after testing this one, I got the same result. It seems to run faster if you don't convert it to a bitmap sequence.I only have experienced negative points, like slower framerates, using more memory, and the prerendering causes a calculation performance pause when compileing. (this is even with the fix to pass the already rendered frames of the movieclip to the next bitmap animatioin class) I am now confused of what is the best way of creating better pefromance when using the same movieclip animation (like 80 times at once).