ActionScript 3.0 :: How To Dynamically Animate Bezier Curves
May 21, 2009
I have to dynamically animate some bezier curves that have to look like this. Here is the archive of my approach and I'm not sure is the best one. I mean it kind of eats the whole processor.
My Flash application receives B-spline data from an external application but the Flash drawing API only allows quadratic bezier curves using the Graphics#curveTo() method.Is it possible to convert a B-spline into a series of curveTo() calls?
I just learnt degree elevation and subdivision from some books.But I found these useless.I want to convert higher degree curves to many quadratic Bezier.
What's the best way to draw cubic bezier curves programmatically in AS3? The Graphics class only seems to support quadratic curves. I want to be able to do something like:
var startPoint:Point = new Point(0, 0); var endPoint:Point = new Point(5, 5); var control1:Point = new Point(5, 0); var control2:Point = new Point(0, 5); var myBezier:Sprite = getBezier(startPoint, control1, control2, endPoint);
For a performance target, I'm planning on having ~50 of these on the stage at once.
Does anyone know of any code examples of drawing arcs as cubic bezier curves? (Yes cubic, not quadratic.) I have 2 end points, a center point, and a radius. I suppose I would also need to define a direction as well, since it could go around clockwise or counter-clockwise.
I have a network graph visualization generated using Gephi containing many nodes and edges.I need to produce an animation of a camera (or moving movieclip) to "flythrough" the network along the path of the bezier curves, visiting each (not necessarily every) node at random. I've made a quick animation of what this would look like.
How can I achieve this programmatically through AS3 or Processing or using mbostock D3 javascript library on github? My attempt in AS3 so far has been to convert an SVG produced by gephi into AS3 code using Miller H. Borges Medeiros' tool then try to adapt a bezier tweening library such as Zeh Fernando's example but I'm having difficulty.Medeiros' converter is splitting quadratic beziers into 4 separate quadratic beziers, and I'm not sure how to transform flash's curveTo Method into an array of bezier points as in Fernando's code.Then there is the problem of animating the camera through only those nodes which are connected to eachother.
i have a bezier curve that is generated dynamically now i want to mask an image with it to produce a cut of face functionality just like in elfyourself.com or in jibjab.
except with an external txt file for the animation to read from. ... is this possible to do with flash, i have read a cuple of tutes, but haven't been able to get it working..Here is what i have so far, I created a dynamic text box and can read in the text using
loadText = new loadVars(); loadText.load("hello1.txt"); loadText.onLoad = function() {
except with an external txt file for the animation to read from. ... is this possible to do with flash, i have read a cuple of tutes, but haven't been able to get it working...
Here is what i have so far, I created a dynamic text box and can read in the text using
[Code]...
Txt being the name of the instance of my text box....but see when i try to make this into a symbol or clip, and animate it, i dont see the text anymore
I am working on a project where i have been given an FLA that has lots of images contained in movieclips that animate when you roll over them. These animations are all contained on the timeline of each separate movieclip, so the code was basically a lot of gotoAndPlay("2") statements and so on.
I have been given it to work on because the different movieclips need to go to a URL read in from an XML file when clicked on, and i have this part working no problem.
I also need to be able to read in image paths taken from the same XML file as the urls, and load these images into a movieclip holder within the movieclips on the main timeline. However the problem that i am having is once the images are loaded into img_holder which is placed inside a movieclip they will not animate on that movieclip's timeline.[code]...
I am trying to animate a few primitives that have been created dynamically with tweener. It works if the tweener method is inside the loop, but not when it is outside.
I am generating movieClips dynamically using attachMovie and then using a setInterval to animate them. However, if I repeat the operation the second set of mcs move twice as fast, the third set three times as fast etc. I can't for the life of me work out why.
Just actionscript? [URL] i use tweener to animate blocks of text created dynamically but like that, on Browse effect database, take a look on Scatterbounce. just so cool! just actionscript???
I've been working on simple animation for a client, which you can see __here__.I have a few issues with performance. I have popped a fps counter at the top left and it seems to only run at around 30 fps on my laptop, I need it up to 60 though.
i was just wondering if anyone had any tips about getting the best performance from flash.I have used Shape instead of Sprite on the curves, which gave a slight improvement. Surprisingly I didnt notice any change in performance when I dont use the blur filter on the curves, which was odd to me.
Just installed Flash CS4 and the first thing i realized was:When I break apart text the curves straightens in some places.Is there a setting i need to set up for this not to happen?Didn't have any problems in CS3.
I've made a drawn menu with curves in my root. This menu loads dynamically swf into an empty container mc. Within some of these swfs, there are full page image galleries. However, the drawn curves seem to stick on top of these swf: I can still see them although the rest of the content is invisible. Now I want to make those curves also invisible...
Code: //API AND LINES// box2.lineStyle (1, 0xff00ff,0); box2.beginFill(0xCCCCCC,0); box2.moveTo(0,0);
[code]....
Now I want to realise a function in an externally loaded swf that makes these lines/curves invisible. i was thinking myself of something like
Code: btImages.onPress = function (){ _root.line.lineStyle(0.5,0xCCCCCC,0); gotoAndStop (3); }
I have five dots(MovieClips) in my stage. I want to draw a curve which should touch all the five dots. The x position of dots are incremented by 50 px and y position is random.I can do this using lineTo. But it has not got any curve effect.
Here is the code using lineTo
Code: _root.createEmptyMovieClip("circle",1); with (_root.circle) { clear();
[code]...
I tried curveTo to achieve this. But it is not working.
I have an array that contains the points for drawing multiple hills. When I just draw straight lines it works fine, but that is unnatural so I want to make the top/bottom parts of a hill curved.
Im trying to animate a particle in a way that it just curves. If your familiar with beziers (im not) then you know that there is a start point, a control point and an end point.I am finding it difficult to dynamically generate a good control point.So a line starts at x:0, y:0and ends at x:100, y:0I know just from basic mathematics that i could find out the middle point:x:50, y:0Then i could just randomly specify a y value of say... 10. So my curve now looks something like this:
starts at {x:0, y:0} control point at {x:50, y:10} ends at {x:100, y:0}
I've had a look at the Graphics class in AS3 and come up with a dynamic mouse trail. It works, but it's pretty rough and ready. I wonder if anyone could give it a once-over and see if there is a more elegant and efficient way to accomplish this?[code]is it possible to draw the trail with curves rather than straight lines, so that the curves mimic the path the trail would take to smooth out the jagged lines drawn when the cursor is moving quickly?
I was doing something with GraphicsPath, unlucky, I couldn't solve cubic curves. I found there is a method curveTo in Graphics, but it only supports quad curves.
I'm working with Senocular's Path.as file and I notice that the points that it outputs on curves are not very accurate. [URL] The code has a variable for curve accuracy in there and I have tried changing it but if I set it to 1 or to 500 it doesn't effect the placement of objects on the curve.
Basically what I am doing is putting beads on a necklace and pushing them through a curve. Kinda like in the game Zuma. However when I set the positions of the beads to go up incrementally there seems to be a slight burst of speed on the curves, that speeds up at the ends and slows in the middle a little. I was wondering if anyone had any pointers on how to make the curves more accurate with this script? It is a hell of a good script by the way I'm sure I'm just stupid and not seeing something.
I have watched movies of people using the motion editor, I have read books, I have even consulted the cursory help that Adobe offers. Nothing I do generates Bezier handles that i can see, although the motion lines show evidence of bezier-liek modification. What happens seems largely random.
Just as random is the scatter of keyframes. Put a symbol on the stage. Add a motion tween, Move it to a new location: fine, it works. Bend the path, and look in motion editor: suddeenly, dozens fo keyframes. Prod them with the mouse and they distrot, but with no obvios controls. Shift moves them, Cntl deletes them, Alt does god knows what, but evokes the path edit tool from Photoshop.
The documentation on this package is extremely poor. However, self-teaching is impossible as the system is not at all intuitive. If you don't know that you are supposed to toss salt over your left shoulder whilst pushing Alt-Scroll Lock, you don't see what tehbooks describe. But they always leave out that little detail. Adobe's videos are of the same style - too smallto seeproperly, all done at a tremendous pace by a laconic individual with the teaching capabilities of a firing squad.
So: please, ayone, how doo you get the Bezier handles to appear? Where does one find a decent set of documentation? Why does Flash help keep referring to Illustrator?