ActionScript 3.0 :: Mask Object With Applied 3d Rotation?
Dec 11, 2009I experience some sort of a bug when trying to dynamically mask an object to which I have applied rotationY with an object which is also applied rotationY.
View 0 RepliesI experience some sort of a bug when trying to dynamically mask an object to which I have applied rotationY with an object which is also applied rotationY.
View 0 RepliesI have several Sprites that are all combined in one parent Sprite. The parent Sprite then gets a Glowfilter applied and should then be masked by a Textfield.
Everythings working fine but as soon as I apply the Filter to the Sprite nothing shows... However, if I apply the Filter to every single Object that the Sprite contains, it works...
I have searched high and low, but have not found a solution. How do you feather the edges of a mask which is dynamically applied to a display object?
View 4 RepliesI have narrowed my issue to this. If you create a sprite add a square and a startDrag on press to that sprite. then add that sprite as a child to a container sprite. Create a button on the same level as the container sprite and add a mouse click listener that causes container sprite to rotate using rotationY or X. Now run it, first you will notice you can drag the square no prob. Once you hit the button and rotate your container using rotationY or X the drag does not work. Other properties such as x, y , alpha can still be set but startDrag or stopDrag. I think this is a bug as I have found several people reporting on this but not solution.
View 2 RepliesI have a stage with and height of :600x400 On this stage i have 3 squares that have a centerpoint in the middle. The square are 90 (width) and 80 (height)The first square is aligned to the left site and the second one in the middle and the third one on the right The perspectiveProjection is setup using the middle of the stage as it projectionCenter.When i rotate all squares to 90 degrees (rotationY) than only the middle one is now not visible anymore, at that point i want to switch the image inside the square. But at 90 degrees the left and right squares are not invisible.. For the left square that point wouldbe at 90 - 22, and the right one 90 + 22. Is there a way to calculate the correction value (22) in this example?
What i don't want is to give every square it's own perspectiveProjecten , then it would work but you have a completely different3D rotation.The only thing that goes wrong in my example is that the image from the left and right square are not changed at the right time, because 90 degrees on the left square does not mean it it not visible at that point.
And here is the code:
import flash.display.MovieClip;import flash.geom.Point;import flash.geom.PerspectiveProjection;import fl.transitions.*;import fl.transitions.easing.*
var squares:Array = [c1, c2, c3];
[code]....
I noticed that for some reason whenever I use the 3d rotation tool on an object inside of a clipping mask that the object releases the clipping mask. Are 3d objects not supported within clipping masks? Is there a way around that?
View 6 Repliesi have an object that that I would like to apply a mask to like:
myObject.mask = theMask
this works fine but when I alter the rotationX property like so
myObject.rotationX = 10;
the mask no longer works, any ideas
How do I clear a filter after having applied it to an object. In particular, I'm bluring an object while animating it but want to clear the blur once it's hit the destination mark.[code]
View 3 RepliesI have created a textFormat object and applied to Dynamic text field, but I do not see the effect. Am I missing something? I have a section of the code belo. fields[h] is actually a dynamic text field in the case below. As you can see I have assigned the arial as a font and red color as its color. But when I run the movie, it has no effect at all. But if I trace the textFormat as below i can see arial and 0xff0000 (in decimal) in console.
[Code]...
I have a papervision camera of which turns using keyboard input, I have a radar of which I would like to orientate to direction when the camera turns.I have it all working apart from mapping my (camera) DisplayObject3D.rotationY to RadarInterface.rotation correctly.The camera (or any 3d object) works with values I'm finding hard:Clockwise: 0 to 89, 89 to 0, -0 to -89, -89 to -0 doing a complete 360.So if I were to turn 180 degrees I'd go from 0 to 90 and back down to 0 again.
View 1 RepliesI have a as3 class that loads a number of images from a given location, they are all loaded dynamically with imageloader. However I'm trying to make a Xray screen for all of them, so when I click and drag the Xray screen around, it will reveal the images loaded under each picture, creating a sort of Xray effect.I tried using masks, however since the images are all loaded dynamically they are its own class with its own layers, I'm trying to make a mask that will work for all of them (I load 2 picture for each image, example car.jpg and carb.jpg, b.jpg being the inside image).so I have my stage ---> [MyXray Box, and my Images
View 4 RepliesI have an object, the center of the object I believe is the rotation point. When I click transform and edit the rotation properties on the right side to like 55 degrees then it works, it rotates from the point it's suppose to and looks great. The problem is when I use AS .rotation on the object, I have no idea where it's rotating from and it's going all over the freaking place. I assumed it would rotate from the same rotation point as the transform tool rotates the object from. I also assumed 0-360 was the options for rotation. What am I doing wrong? from the looks of it's odd rotation I can't even tell where it's centering.
View 3 RepliesI need to move between (rotated) object in flex along x, y, or z as an independent observer. The movement relative to x, y works ok, but when I go along the z axis, the observer behaves as it was apart of the xyz system of the objects and doesn't go straightforward to the object but in diagonal for example. Here is some tryout code
[Code]....
Im using A
Code:
function enterFrameHandler(event:Event):void
{
[code]........
I would like to force objects to have the same rotation for images showed when mouse is rollover. Right now the images are shown relative to the rotation of the object the mouse is over.How do I force the rotation to make the mouse over image stay portrait?I have the same problem with the scale of the images. Right now the images are scaled relative to the objects the mouse is over...
ActionScript Code:
mouseoverimage1.scaleX = _origXScale;
mouseoverimage1.scaleY = _origYScale;
[code]......
I am completely new to AS and have been having a rough couple of days trying to figure this one out.
I'm having struggle creating a xy rotation - or an image "tilt" - on mouseover / mouse position on a movie clip (600 x 300). When the mouseover position is at the top left corner it should be rotated e.g. x = -50 and y = -50 (or "away from the mouse") and subsequently rotated x = 50 and y = 50 (still "away from the mouse") when the mouseover position is at the bottom right position.
check out the attached file. Don't ask me why, but I need that yellow rectangle to follow that grey dot, which rotates around randomly... but see, if you place the dot to the center left of the grey rectangle, you see that the yellow rectangle screws up. I've deducted that this happens for this reason: to the left of the grey rectangle, the rotation value is 178... 179... 180... then it jumps to -180... -179... -178... (you can try this out using an onEnterFrame function and tracing the rotation of an object that follows the mouse).
Since the yellow rectangle follows the grey dot with an ease, it doesn't just do: rectangle._rotation = dot._rotation But instead: rectangle._rotation += Math.round((dot._rotation-this._rotation)/rotatespeed) Some of you guys should already be familiar with this kind of movement, but it's usually used to move objects smoothly. The bug here is that whenever that dot randomly jumps up into -180 from it's original position at below 180, it screws up the yellow rectangle.
I'm trying to get a movieclip to constantly rotate either left or right. At first I set this._rotation=-1 Then I was thinking of using
if (this._rotation==1) {
this._rotation = -1;
But this only makes the object rotate 1 degree and then stop. How do I make it constantly rotate?
Trying to use an enterFrame event in conjunction with two functions that combined I want to move my object (a square) from the right to the left side of the screen and rotate it AROUND THE CENTER.When I use the following functions individually, they both work fine:
Actionscript Code:
//Centering function function rotCenter (ob:*, angleDegrees:Number, ptRotationPoint:Point) { var m:Matrix=ob.transform.matrix; m.tx -=
[code].....
I have earth object how I can rotate into 3d in flash with 3d feature or shall i need to use papervision 3d?
View 3 RepliesI have a movieclip moving on a path by means of a tween. At the starting point a (virtual) line on the movieclip is tangent to the path. Is there an easy way to automagically rotate the movieclip such that this line remains tangent to the path throughout the tween?
View 1 RepliesWhat I would like to have happen, is when the user drags arrow_mc, it will only rotate between 0 and 90 degrees. If you go above 90 degrees, and continue dragging, it will stop moving. The same would happen if you went below 0 degrees.Currently, the code below works, but you can go around in circles back and forth.Iwith figuring out how to constrain the drag rotation between specifid numbers, in degrees.
ActionScript Code:
arrow_mc.onPress = function () {
arrow_mc.onMouseMove = function () {
[code].....
I have a script that rotates my character using left and right keys. I want the character to move forward to the direction he is pointing at when I press up key.How can I calculate the needed X and Y amounts from the rotation?
View 0 Repliesjust need the code templet for moving an object in the direction it is angled at(the rotation).
View 3 Repliesright now I have a code that rotates an object based on the position of it and the mouse. Thats all great but it sucks for a game, It is way too responsive. What I tried doing is making to rotation var:
[Code]...
after that I made rot2 the direct rotation between the object and the mouse: rot2 = Math.atan2(Ydiff, Xdiff) * 180/Math.PI; //(forgive me if this has spelling errors, as I am writing it //by hand right now) then I make rot effect the object: object.rotation = rot; now that the basics are set up I just need to make a code that compares rot2 and rot, if rot is less than rot2 it adds on to rot, if it is greater, then it will subtract.
(source at bottom) this all works well until you hit the most annoying part, the one i cant figure out how to fix.... basically there is a gap where the numbers go from 180 to -180, so the code flips out, reads this as it is supposed to, but this makes the object rotate a full 360 degrees around instead of just like 2 degrees to bridge the gap. If anyone has insight on this or thinks they might know what to do,
[Code]....
How can I get the X, Y, and rotation values, relative to the stage of a child of unknown number of parents?
What I am doing is: I have a 'stick' object, that creates a child 'stick', that creates a child 'stick', etc a random number of times.
The end stick then creates a leaf.
Each new stick rotates a little bit randomly.
As a result when my leaf falls off the final stick it flies off in a strange direction.
How can I get the leaf to fall down (eg y++ relative to stage)?
Alternatively I thought I could dispatch an event that has a leaf created at the stage level but then I really need to know what the X and Y co-ordinates of my final stick is realtive to the stage.
I feel dumb for asking this....but what is the best way to make an object rotate (counter-clockwise in this case) indefinitely? ENTER_FRAME listener that offsets the angle by a certain number of degrees per frame? more economical way?
View 3 Repliesjust need the code templet for moving an object in the direction it is angled at(the rotation)
View 3 RepliesI am tweeing a bunch of rectangles randomly on stage.
Code:
TweenLite.to(thumbArr[i],1,{
x:Math.random () * (stage.stageWidth - thumbArr[i].width),
y:Math.random () * (stage.stageHeight - thumbArr[i].height),
rotation: Math.random () * (60) - 30});
the problem is that after I added random rotation (between -30 and 30 degrees), the corners of my rectangles are still sticking out of the stage at the end of the tween.
If I trace objects width and height after the rotation I get the new values but this still doesnt help me because I am tweening to that rotation.
Code:
mc.rotation = 20;
trace(mc.width);
trace(mc.height);
How can I manipulate an object's rotation to ease in toward a specific rotation?[code]...
View 5 Replies