I've just started working with Flash CS4.I'm evaluating the trial version and I think I will buy the CS5 version as soon it will be published.Now, I've got some troubles with MovieClip animations. I'm going to create a slide show and so I've created a package containing some classes used to load images from XML source then adding them into dynamically generated MovieClips.In few words, I load an image from an external source and then create a movieclip via AS3 which contains this image. I want move this MovieClip using AS3. I'm using the Motion class and the AnimatorFactory class. From the animation class I can move the MovieClip via the .x property so I'm sure the class can see the movieclip on the stage, but the animation created using the Motion class does not work.[code] mySlideInstance is the handler of the MovieClip visible on stage and it's, obvioulsy, not null. I've checked using trace.I've got no errors in debug, simply the MovieClip does not move.I don't understand where is the problem. Do I have to modify some properties of the MovieClip? It's created dynamically via AS3 so, maybe, there are some default settings that I don't know which can disable the animation control.The stage is empty on project. Everything is created via AS3.
there is something i just dont get regarding motion with multiple movieclips (from a for loop). I have tried many different approaches, and every time there is either all the clips move in the same direction, other times they only move one direction, other times when i get individual motion for each object they dont move smooth, and seems more too move very slowly across the scene but rapidly back and forth in a small area. I dont have any specific code to show, but does anyone have tips or a place to direct me, cause i dont understand the logic of it, however i want to understand.
Is there anyway that I can make this script so my MC moves in a curling motion? PHP Code: // Gives them vars onClipEvent (load) { this._x = 275; this._y = 200; this._xscale = 0; this._yscale = 0; [Code] ..... This script makes a spot move from the center out and scales a little. I want same movement but with a curling motion or a slight curve...
If I perform a motion tween along a curved path, Flash CS4 does not allow to change the curves to "corner point" or "linear" in the motion editor. URL...
I have been searching far and wide for a solution on how to offer slow motion and fast motion options for users that upload video to my webstie. There is an implementation on Google Video that has exactly what I am looking for: the option to speed up or slow down the video and continue to play the audio. The screenshot is below. I know that Flowplayer has an option to slow down or speed up video when implemented with Wowza server. However, when using that approach, there is no sound.
I have also seen the option from Enounce called MySpeed that allows video to be slowed or quickened, but this requires a browser plugin which is too much of a barrier for our users. How does Google do it? How can you add an option to a flash player to slow down or speed up video?Here is a screen shot. You can see the option to change the speed of the video to 1.5x. It also has options to go to 0.5x, 1.25x, 1.5x, 1.75x, 2.0x, 2.5x, and 3.0x.
I would like to create a polygon that changes its shape (circle, trapezium, square, rectangle, triangle) based on specific buttons that the user clicks? An existing shape has to be able to morph into all the others. For instance, the trapezium has to morph to a square, circle, rectangle or triangle.
If I were to create each transition manually, I would end up with 5x4=20 scenes. Is there a way that I can just assign each shape to its own frame, and deploy actionscript to set in motion the transitions from one frame to the 4 other possible frames? I am very grateful to anyone to just point me in the right direction,
im writing AS3 under linux and as such do not have access to ANY of the fl.* packages, including tweens, motions, special animations and components. I can only use Math.* and XY Grid Coordinates to calculate motion manually.
I can make movement of sprites fairly easily on a coordinate system, but this restricts how the path can go. Usualy only an up,down,left,right movements for the simplest math. I suppose this could be expanded to move in more varied directions but its not quite what im looking for.
I would like to be able to draw an invisible line that a shape can follow. Then it can have curves or bends in it without problem. I want to then start the sprite at the 1st pixel of the line and set its next coorinate based on where the line is at, but at 10px down it (and so on) till it reaches the end of the line. Is it possible because I cant think of a way? Are there any other good PureAs3 motion tutorials around?
I'm getting the following error: Motion tweening will not occur on layers with ungrouped shapes or on layers with more than one group or symbol. I don't have any ungrouped shapes (it's all text), each layer has 5 instances of only one symbol (keyframes), no objects are grouped and text is all static text.
When watching the animation, the first word (web) looks fine, on the second word (design) the tween fails on the last couple of frames of that clip (the blur filter disappears), the third word (and) is OK, and on the forth word (development) the blur filter is not applied to the last 16 frames of that clip.I broke each animation into its own MC thinking that was causing the issue, but that didn't fix anything.
I m trying to make sense of how to load a swf into a parent MovieClip and allow them to communicate.I ve attached two zip files � one which works fine and the other doesn�t. Unfortunately (for me), the one which doesn�t work is closer to my current project.I need to load movieclips into the parent movieclip. The parent movieclip has controls which rely on values parsed from the child movieclip.In the parent movieclips I wait until the loading is complete and so the values should be passed. However, the values aren�t passed unless I use a button (or timer), to pass the values (see the working exampes).The code which doesn�t work is:
Parent movieclip:
ActionScript Code: stop(); var myLoader:Loader = new Loader();[code].............
I have two SWF-Movies. One is exported into eht other as Child.Can I instance the Objects of the two libraries in all places, where ActionScript is possible? (In Keyframes of the MovieClips and in external class definitions.)
I have created 25 MovieClips on the stage in 5 X 5 matrix.How can I treat 5 movieclips in each row as a group of movieclips so that I can apply same set action to them?(Similar to RadioButton functionality. )
I want to test mc animations without having to hit F12 to see if they work correctly. For instance, if I have an animation movieclip and then I make another movieclip and drop that aforementioned movieclip within, and animate [via the timeline or library preview] I'm unable to see on-the-fly what my animation looks like... it only shows the top most nest, unless I F12 it.
So if I have a character blinking eyes (one movieclip) and then I create another movie clip of the face, and put that aforementioned movieclip within, the preview animation within the library does not show how it'll be viewed when F12'n it.,,,, it'd be great to see your animations on the fly.
why does a MC inside another MC have different _x and _y values than the main timeline?What I am trying to do right now is animate a MC inside another MC then get the main MC holding everything to move where that new MC ended animating at (it's part of a game I'm making.)
I know it's confusing but Flash shows the cursors current X and Y in the info panel, which is the same as the main timeline. Yet inside the movieclip, an x of 76 and a y of 277 on the timeline is -195 and -30.9 (respectively) inside the MC.How do I fix it so I can get the _x and _y values to match up so I can tell the main MC to reposition itself to the new X and Y (of the inside MC)
I have a movieclip called mapWindow, inside mapWindow are dynamically created movieclips of various sizes. The movieclips inside the mapWindow don't take up the entire space of the mapWindow and thus I use a startDrag on the mapWindow upon detection of a mouse press. The problem is, I don't want the start drag to start if the mouse is detected over any of the child movieclips inside mapWindow.
I have a few ideas of how to proceed, but I'm not sure how to reference all child movieclips of a particular movieclip - or something along those lines.
It would be easy to use the hittest function if I knew how to reference all the movieclips I need to, but alas...
I'm using flash MX 2004 Professional. What im trying to is the following: I have 9 movie clips, each has a "closed" and "open" state. Basically, when I click no.1 I want it to animate open, and then, when I click no.2, it must first check if any of the other clips are in their "open" state and if so, close them. I've worked with the following, but it doesnt seem to be working:
I am still transfering from AS2 to AS3 and right now i am having a very annoying problem. THE STRUCTURE: Maintimeline contains 2 buttons that i want to use to access children in a bunch of movieclips. rectangle_mc has circle_mc circle_mc contains xx_mc xx_mc contains wtf_mc placed on frame 1 on maintimeline Why can't flash see my nested movieclips? I remember in AS2 you could go down the line:
I am starting with AS3 programming icm with Flash Builder 4.I have created a "Main" class which is the initial stage.On this stage there is a movieclip called mcMain.In this mcMain is 4 other movieclips: mcStats1 mcStats2 mcStats3 mcStats4 .How can I access these mcStats1-4 from the code to make them go to another frame?I tried:
var t:MovieClip = MovieClip(getChildByName("mcMain")); t.getChildByName("mcStats1").gotoAndPlay(3);
But that just keeps giving me null reference errors:TypeError: Error #1009: Cannot access a property or method of a null object reference.
Basically what I'm trying to do is build an interface out of a fan of cards. I've got the the whole fan as a movieclip and then individual movieclips of the cards inside that have rollover animations.My issue is the rollover works on the cards arranged behind the cards that have the cursor over, which I don't want to happen.e.g see attachment.here's the rollover actionscript i've got on each card:
onClipEvent (enterFrame) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { this.nextFrame();
I recently migrated from CS3 to CS4, and have a question about the "Motion Editor". In principle it sounds fantastic, but I can never get it to work on any of my fla files. The tab is there, but when I select a tween span in any of my files, the Motion Editor continues to say "to edit properties, select a tween span in the timeline or a tweened object in the document." Nothing I do can get the Motion Editor to show anything but this.
Is this because the Motion Editor works only on tweens in new fla files created in CS4? (My existing files were all created in CS3.) Very frustrating, as I would like to use this new feature. I tried to get it to work in a new CS4 file, creating a tween and going to the Motion Editor tab, but.
How can i do it? to keep a gif picture when a play a movie moving... because when i put gif in the stage it doesn't and when i test it. it doesn't move
i am happy with it and now want to repeat it with all the other images in the slideshowhe problem is, when i copy the keyframes (with a tween) on the first image that animated and try and paste them onto the 2nd image in my series, it actualy charges the image as well ! So that the second image becomes the firts image on the keyframes.Is there a way just to copy the opacity and motion animation ONLY ? My guess is there must be because to animate each picture by hand with a custom ease in & out curve would take forvever
The "Copy Motion as XML" option works fine for classic tweens, but when I use it with a new tween, no keyframes are created.
I'm actually okay with using the actionscript version this time around, but I'd like to know if there is a way to export a newer tween as an XML file, since it's quite a bit cleaner than the actionscript equivilent.
I'm struggling through trying to learn the new tween system. Is it just me or did they completely NUKE workflow with this new system? Is there any way to copy and paste the property keyframes?I often have animations where things loop, so the last frame of the motion tween needs to be the same as the first frame. In the old days I would just select and copy multiple keyframes from frame 1 and paste them at the end. Done in 5 seconds. The only way I can find to do this now is to hand set every freaking property on every freaking keyframe of every freaking object.
whether it be text, symbol, a shape that I drew. None of it works. When I create the motion tween the line arrow in the timeline doesn't show up like it should. Here is the extremely simple animation i'm doing. The problem are for the bottom 9 layers starting from frame 80. I converted all of those to graphic symbols and I'm just trying to do a very simple alpha 0-100 while resizing the letters. I've also tested motion tween on very simple shapes and it never works. I just don't get it.
"How do I get the motion editor to show easing controls"?
I've just made my first flash movie in flash cs4 and I wanted to add easing to the (classic) tweens I created. I tried selecting the first graphic, then I tried selecting the (classic) tween span, but each time I go into the motion editor it just says "To edit properties, select a tween span in the timeline or a tweened object in the document".