ActionScript 3.0 :: Image Sequence With Mouse X Movement Becomes "jumpy"
Feb 5, 2010
I have made an image sequence that listens to mouse movement left or right (if i move the mouse 1 px left - the previous frame appears, and if mouse moves right - the following frame appears).
My problem is that the transition between the frames, when moving the mouse too fast, appears to be very "jumpy" (the sequence can move from frame 20 to 25 when the mouse moves too fast, making it look very bad) .
how to make the sequence a bit more smoother?
Can I control it like there is a max speed for the mouse movement? Or maybe a max speed for the frame transitions (frame-by-frame)?
Here is my code that listens to the mouse event:
if (Flag) {
var activeMouseX = stage.mouseX;
if (activeMouseX > prevMouseX){
I have made an image sequence that listens to mouse movement left or right (if i move the mouse 1 px left - the previous frame appears, and if mouse moves right - the following frame appears).My problem is that the transition between the frames, when moving the mouse too fast, appears to be very "jumpy" (the sequence can move from frame 20 to 25 when the mouse moves too fast, making it look very bad) Can I control it like there is a max speed for the mouse movement? Or maybe a max speed for the frame transitions (frame-by-frame)?ere is my code that listens to the mouse event:
if (Flag) { var activeMouseX = stage.mouseX; if (activeMouseX > prevMouseX){
I'm trying to work out how to take a mc with a jpg image sequence in it and then control the playback by using the left and right mouse movement. I've searched the web and various flash forums for quite sometime but cannot find any info on how this is achieved. Perhaps I'm searching for the wrong terms? An example of what I want to do can be found here (flash animation at top of page). Click and drag on the computer or 360 button to spin it around. I want to do this but with one of my own 3d models that I've rendered out as an image sequence(jpgs).
I've been looking at the image panning tutorial over at [URL]
Basically the script makes the image scroll based on the direction of your mouse movement.
However what I want to do is, only make the image (bg_mc) scroll, whenever I mouseOver a certain area to the right and a certain area to the left. The blue shapes illustrate what I mean: [URL]
how I would go about modifying my current code, to do that. Lets assume my left scroll shape is named moveLeft and the right, moveRight.
I am looking for the Action Script that will allow me to set up a horiz. set of images and use the mouse movement to move the band of images left or right. Upon clickin on the image I will have a link to other views.
We have made a dynamic image animation using xml. We are attaching the source code herewith. At present, when you place your mouse over the images, the animation will start backwards. I.e., it will reverse the way the images are loading.
We want this animation order (normal and reverse) to control based on the mouse movement. By default, now the images are animating in one direction. That is fine now. But, we want the animation should get reversed when you place your mouse at bottom of the page. And again when you move the cursor towards top of the page, animation should again start as normal (vice versa).
how we can achieve this task using mouse placement?
I have that 3d carousel that pulls from an XML file. It works great. I have altered to however, to use the tool tip rollover as well as I added an image swap. Again that works...BUT the image swap is very jumpy and touchy. Is there a trick to making a loadMovie swap smooth and not jumpy. Here is the code that is doing the call and swap
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
Im looking for a quick solution (if its out there) using the autohide feature using the FLV Playback Component.
Current situation: Using ActionScript 2. The FLV component fills the stage. Autohide is set to true.
It looks to me that since the video fills the stage, the skin will not hide. What I would like to do is have the skin fade out if the mouse doesnt move for a certain period of time.
In ActionScript 3, I need to detect a sequence of movements made by the mouse when the button is down.I've read this question, and it seems a bit overkill. I only need to detect the 8 basic directions (up/down/left/right/diagonals), so that I can detect a "Z".
I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
I am trying to implement a 3D rotation using image sequence for a project, basically like this [URL]..I found a couple of flash components for this which uses xml to load the sequence of images, but I am not able to add those hot spots which move along with the object.
and I have this problem: i am currently trying to create a 720p movie consisting of 738 single JPG pictures; 6 frames/second. Each picture has 204 KB, all the pictures together add up to 226 MB.Yet still, Flash is crashing (due to memory overload?) once I have loaded like 100 pictures of my sequence... I loaded 90 pictures and tried exporting it as a small AVI-movie, but even that made Flash crash. I checked the Windows task manager, and I saw that even with only 90 pictures loaded, Flash already takes up 1,6 GB of my RAM.Is there a way making Flash save those pictures not on the memory, but on the disk, in a temporary folder or something? I wouldn't care if it takes way longer.
I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
I have Adobe Flash CS5 on Windows 7 x64 installed and when i try importing 360 images throught image sequence in Flash, my Flash crashes. Anyone know how do i fix this problem
I'm making my portfolio site. I would like to make a preloader in after effects(100 frames). Since I don't know much about actionscript I was wondering if it is possible to load a new frame each percent? It should load my main.swf and then open it. So i don't want it jump to frame 2. Might there be any other ways to do achieve this, or is it the way to go?From what i understand this should not be much of a code...
I'm looking for tutorials that could do two things. I've imported a image sequence into flash. I would like to be able to scrub back and forth through the looped animation. I would also like to add buttons that when you click on, it will play through the image sequence (either in forward or reverse).
I am working on an animation with two masks, which plays in Flash as expected, an exported SWF is ok, an exported Quicktime is ok, except for the dreaded ghosting which renders it useless, but when I export it as an image sequence (gif, png or jpg), one of the masks is consistently ignored, while the other one masks as expected. This already shows when I export one single frame as an image. As a result, I currently have no way to create a quicktime movie for this animation (running CS4 on OSX 10.6.5)
I created a 3d model rotated it 360 degrees and exported it an image sequence. I would like to be able import the sequence in flash and rotate the image sequence 360 degrees by creating and dragging a slider.
I am trying to send a sequence of images through a socket to a swf and have those images play in succession (like video) to clients in the browser. I am able to get a java socket to send image data to a binary socket in AS3, but I don't know how to turn that into a valid image in Actionscript and redirect that to a netstream or netconnection. Is this possible or does anyone have an example? You can do something similar with a custom plugin on wowza, but I'm not sure how to make it happen with FMS (or Wowza for that matter)
After devising a way to render each frame of an Actionscript generated animation to a .jpg on the hard drive, I was thinking about authoring a detailed explanation of the process.Either on Actionscript.org or other sites, if you know of anything like this I'd like to review it before duplicating info or perhaps doing it the hard way.
The following Actionscript loads an XML file. Using the XML file, it loads an image - fades in the image - pans the image - and then fades out. I have then attempted to make a loop which loads the next image from the XML file and perform the same series of tweens. It would then load the next image, infinite loop. It appears that instead of loading each image one at a time, it is overlapping the mask with all images in the XML file. I then only see the last image in the XML file being tweened on the stage/mask. I do not believe that I can use a Timer to time the loading of each image. This is because the width of each image will be different so the duration of the pan from one loaded image to the next will be different. I believe that I need to use onMotionFinish in some manner after the image Fades Out in order to move to load the next image - but I can't seem to identify how to integrate that within the loop. Most likely my loop is not written correctly. [code]...
I am trying to load an image sequence separate movieclips and then play the image sequence by changing the alpha in sequential order. (If there is a better way of doing this loading external images using a method similar to loadMovie then please feel free to share.).
I have accomplished loading the images and changing their alphas to 0 so they are not visible. Now I am trying to animate them using onEnterFrame to change their alpha in sequential order. Here is code I am attempting to use. I don't get any errors but I don't get any image changes either.[code]...
I load a variety of swfs using the swfLoader, but most of them just display a looping image sequence. Is there a better format to use for loading files like that? (such as flv or gif)
I have a rotating product as an image sq inside a MC. When the user clicks a button I'm pausing the MC (.stop()), but that obv looks a bit naff as it just stops. Ideally I would like to have a bit of easing on before it stops...
I am trying to find a way to make a movie clip resize larger on mouse release, then resize back to the original size on a second mouse release. I have tried many ways to do this but seem to be unable to come up with a solution. I have been using mc Tween.
it seems the only way to export with actionscript animation intact is to export as a Quicktime file, I decided to try something and it worked. I made the frames-per-second go from 30 down to 1. It took a looong time to export at 1fps but once it did, I loaded it into Premiere and adjusted the Speed/Duration, putting the speed at 3000 (30*100) and it looks very smooth. Not the neatest way to do things but it works, so I'm happyI guess the proper terminology for what I am looking for is to export as a PNG sequence with actionscript animation.In Flash CS5 after attempting to export to a Quicktime .mov file and it turning out extremely choppy no matter what (I tried things from here and here) until somewhere I found someone saying they always export as an image sequence.I could export as an image sequence so there would be no choppiness, then just import it into a video editing software.
That was until I noticed that the vcam I am using wasn't working in the finished product. The movie clips wouldn't animate, it would just be stuck on the first frame. Masks were also not working correctly (although this may not be an issue if I just lock the layers before exporting, not sure). So basically, I can't export in Quicktime - which does export with vcam, masks, and motion clips - because it's too slow and choppy, and I can't export as an image sequence (even though it wouldn't be choppy) because it doesn't export with all the things mentioned.So what do I do now? How can I export this with movie clips, vcam, etc. without it being slow and choppy!? Can I get vcam, movie clips, and masks to export in an image sequence?
I'm unable to export an animated symbol to image sequence properly because the symbol does not animate.I created the tweens in multiple layers, then cut-pasted all layers to a new symbol.I did this so I could then just do some tween motions on the symbol.The tweening is perfect, but when I export the image sequence, the images do not animate the way it does on the Flash player.All I get is an image sequence with the tweened symbol, but the symbol itself does not animate.how to get the symbol to animate when exporting the image sequence.
Alternatively, is there a way to motion-tween multiple layers simoultaneously? (Layers which are themselves tweened)Any additional info, I'll be checking regularly so I can provide as much description as possible to get this to work.