ActionScript 3.0 :: Flash - Get To The Frames To Start With Tween?
Dec 5, 2011
i am on a timeline on frame 10 with a stop ,,,, i want to play frame 11 to remove ( play out movie clip) the movie clip using time line tween and the go to frame 20 and play the next movie clip and stop at frame 25 .so far i can get to the frames to start the tweens with
function onHomeClick(e:MouseEvent):void
{
gotoAndStop("somos");
but then before going to next frame will like to play the one i am out and then go to the next one ,
View 10 Replies
Similar Posts:
Aug 4, 2010
I want my object to animate using Motion Tween in Timeline. I did so. But it starts animating from Frame 1. Instead I would like it to start animating from Frame 25. I don't want anything to animate upto 24 Frames. How can I do that?
View 1 Replies
Jun 21, 2006
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.
View 1 Replies
Apr 16, 2011
I hav created 24 frames (i use 24fps) by hand depicting a small move.Now I need to repeat this move for 1 minute and move it from left to right through the screen.is there a way to avoid copying-pasting these 24 frames and chaning them a little to the others 59 seconds by using motion tween?So, iam looking for a way to combine both the 24 frames and apply motion tween to them.
View 2 Replies
Oct 11, 2009
I'm using Flash CS4 and I have to trim a .fla file down. I can delete the end frames no problem, but the first 600 frames that I have to remove are proving to be a nightmare. When I use the select>right-click>delete method it doesn't remove these frames, instead it removes the corresponding amount of frames from the end.
View 2 Replies
Sep 1, 2011
I want start a tween from library when click on button but i cant !
View 5 Replies
Jul 30, 2010
Trying to start an animation after a tween is done. Animation starts but way later, like 5 seconds after tween is finished.
Code:
var easeInPic:Tween = new Tween(bg, "alpha", Regular.easeIn, 0, 100, 1000, false );
easeInPic.stop();
function showPic(e:Event):void{
tweenPicEI();
}function tweenPicEI ():void{
easeInPic.addEventListener(TweenEvent.MOTION_FINISH, showMenuBar);
easeInPic.start();
}function showMenuBar(e:TweenEvent):void{
menuBar.gotoAndPlay(1);
}
View 4 Replies
Feb 11, 2008
I have a problem whereby I am trying to Start a tween from set cordinates..[URL].. Which was helpful but did not sort out the problem, I have a movieclip "pano_mc" which moves around driven by mouse movements, there is a hotspot (hs1_mc) nested within it (which moves with the Pano_mc), I have an onPress Event on hs1_mc which when pressed allows me to get the x and y of "pano_mc" at the point of OnPress, I need somehow to use these x and y corodinates to define the start point of the tween, on Pano_mc.
I can't use "this" (as mentioned in the above link) as the event is on the hs1_mc and if I just use "_x" parameter in the tween, it starts from where the movie is originally and not from where it is when the onPress is actioned,where I get the cordinates at that point.
[Code]...
View 3 Replies
Jun 3, 2010
I have a short movie which consists of 6 MCs. What I would like to be able to do is to start the movie on a random clip and then proceed as usual playing each consecutive MC. The movie then loops back round to frame 2 thus avoiding the random selector code which sits on the first frame of the movie.I have tried three different solutions of AS, two of which I got from a 2008 posting on this site from CBadger and although all versions work in Safari and v1 & 3 work in Google Chrome on the Mac. None of them work in Firefox on a Mac (the 1st version displays but doesn't randomise and v2 & v3 don't display at all) and I have not yet tested them on a PC.Here is the code that I have used for each version on the first frame in the root:
Array.prototype.shuffle = function() {
for (var ivar = this.length-1; ivar>=0; ivar--) {
var p = random(ivar+1);
[code]....
View 4 Replies
Apr 21, 2010
I have this code below which produces no errors
import Card;
import fl.transitions.Tween;import fl.transitions.easing.*;import fl.transitions.TweenEvent;
var ace_clubs1:Ace_clubs = new Ace_clubs();ace_clubs1.scaleX=0.4;ace_clubs1.scaleY=0.4;[code]......
The only thing is the TRACE output for the MOTION_START EVENT does not fire.
View 8 Replies
Jun 14, 2011
I have 7 movieclips on stage I want to tween around an ellipse from different start points. I am having lots of trouble doing this. I used a circle formula at first and then divided the y value by the width of the ellipse over the height. This sort of worked but after every rotation the y value was a little of. That code is:
this._x += (Math.cos(angle * Math.PI/180) * radius);
this._y += (Math.sin(angle * Math.PI/180) *radius)/1.54;
I also have trouble finding the angle of the start point, if it is off they won't travel in the same ellipse but they all have different starting angles.
View 2 Replies
Jul 29, 2009
I have a pretty complex problem... i am trying to make a match cards game and i managed to do most of it, i mean the engine part, but i got to mouse-object interaction and this is where i have quite a few problems... I started using TweenMax for the first time at making this game and I don't know how could i get a tween to follow another (if you understand what I am saying) I put a condition and if it is fulfilled, i wanted to start a tween and after that another tween of another object...
View 2 Replies
Feb 8, 2009
So i have a menu. The menu consists of 5 menuitems. When a menuitem is selected it has a gray background. This gray background will animate smoothly between the menuitems on selection. I have a movie clip of this node morphing through 5 keyframes to each menuitem. [URL] What i'm wondering is: Is there an easy way to dynamically tween between two frames, prefferably with some easing in/out.
View 0 Replies
Jan 9, 2010
I'm working with some images using the tween to move them. Sometimes the tween seems to stop and quit towards the end (sometimes its fine)
Is there a way to check and ensure the tween is going from from start to finish
View 3 Replies
Apr 20, 2010
Is it possible to alpha tween (or any tween) the end of an animation with the start?For example, here we have a simple animation that alpha tweens three images with looped playback (keyframes capitalized):
IMAGE X: xxxxxxxxxxxxX--->X
IMAGE Y: Y--->YyyyyyyyyY--->Y
IMAGE Z: Z--->Zzzzzzzzzzzzz
(loop)
Image X alpha tweens with Y, and Y alpha tweens with Z.Is it possible to alpha tween image Z with image X when the playback loops?
View 3 Replies
Mar 28, 2011
I watch the video tutorial of Mr. Lee Brimelow, I follow the tutorials but I encountered an error the loaded swf file doesn't start at frame 1 it jumps up to 115 frames.preloader.flamain.fla - animation starts at frame 115main.fla containts different scenes.
View 5 Replies
Oct 20, 2002
I want my movie to start out with a line which is 1 pixel long. Then I want to increase it to 500 pixels in 36 frames. I can do this without actionscript by just going down 36 frames and increasing the line then creating a motion tween, but I would like to see this done in actionscript
View 5 Replies
Nov 10, 2010
I have a simple classic tween, showing a piece of paper coming out of a printer. Simple enough, right? Here is a diagram. The motion goes like this, with ease in and ease out. [X] is a keyframe.
[x] -100 --> [X] +100 --> [X]
When I copy the frames and paste them into a new document, the piece of paper "jumps" and the tween is not calculated. It's mangled.
View 5 Replies
Jul 12, 2010
i've alredy made game in timeline, and i havent made preloader. if i try to insert 2 frames in start, it will change my entire game codes.
View 2 Replies
Dec 25, 2010
By default when I create a new motion tween, it automatically comprises all frames on the layer I want only a 72-frame tween, not a 350-frame tween.
View 2 Replies
Mar 10, 2011
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)?
View 2 Replies
Apr 29, 2010
I want to alpha tween (ease in from 0 to 1) an object on stage over 25 frames. And after the tween is over i want the object to persist on the stage and in the timeline. How can i do that?afaik i have to extend the tween in the timeline beyond the keyframe with 1 alpha. But when i do that this also extends the time of the tween from 0 to 1 and it actually lowers the alpha 1 in the keyframe automatically to some figure that fits with the ease in which apparently spans the entire tween.
View 8 Replies
Oct 27, 2009
I am making a webpage for class and i copied all the code from previous projects that i made that worked fine. I made a menu that once you go over the button it starts a 2 motion tweens that end with buttons appearing. i keep getting the message
TypeError: Error #1009: Cannot access a property or method of a null object reference.
The whole code is this
stop();
back.addEventListener(MouseEvent.MOUSE_OVER,back1);
function back1(event:MouseEvent):void {
gotoAndPlay("one");}
pump_link.addEventListener(MouseEvent.MOUSE_DOWN,pump_btn);
function pump_btn(event:MouseEvent):void {
MovieClip(parent).gotoAndPlay("pumpkin_frame", "pumpkin");}
View 1 Replies
May 30, 2010
I havve accidently created extra unneeded key frames in a layer, in the middle of motion tween. I was wondering how to change these keyframes, without deleting them so not to change the length?
View 3 Replies
May 19, 2009
I'm fairly new to AS3 and I'm trying to make a pretty complicated (for me) set of behaviors. You can see what I'm trying to do here: [URL]. The Main class sets up the crosshair, the navigation, the color bars that randomly roam the stage, and the 3 words that float around. The idea is that when you hover over a word, the color bars split apart like a curtain and two random pictures appear. Then, when you roll off the word, the pictures disappear and the color bars start roaming again.
I've got the color bars, the floating words, and the curtain split working great. My problem is bringing in the pictures. For whatever reason, 60 to 70% of the time the tween stops before it is complete. I think it has something to do with the fact that I've got a hover on a piece of text, and the mouse sometimes slips into the empty spaces between the letters, but even when I put a semi-transparent rectangle over the whole word to act as a hit area I got the same results. The ZIP with all my classes is here: [URL]. Again, I'm new to AS3 and OOP,
View 4 Replies
Jul 21, 2009
i have a flash clip that i am trying to imbed into a joomla website of mine, and the problem is that it doesn't auto-start. If i open the swf file it will show a blank screen until i right click play or ctr+entr, on the website it simply doesnt show the flash. here is the link to the swf file [URL]
View 1 Replies
Mar 15, 2009
way to add more time in between the keyframes when you are using the "create motion tween" tween. For example I have a simple animation, an object floating up, it pauses for a second, then goes to the right. Say I finish tweening the animation, I then want the object to take more time moving to the right. So pretty much i want to add more frames inbetween those two keyframes. In a classic tween, I would select the frames in between and hit f5 a few times to lenhthen it. How can I do that using the new tweening method?
View 2 Replies
Aug 5, 2006
i am wondering if there is a way to put a delay (seconds) on the flashs' native tween class like you can on the laco tween engine... such as
[Code]...
View 1 Replies
Nov 11, 2011
I will have three seperate pages for the motion tween, mask effect and shape tween... would you make the seperately, in a different scene, as a symbol or on the same scene with the website.
View 2 Replies
Nov 2, 2010
Is there a way to convert a classic tween to a motion tween?
View 0 Replies