ActionScript 3.0 :: Scripted Animations Not Rendered When Exporting Into Image Sequence?
Feb 28, 2011
I currently require my flash animation to be exported into format that is compatible for television broadcast. HD would be ideal. I'm getting pretty choppy animations when exporting into H.246 from flash so I've decided to export it into a PNG sequence instead - which I will then import into after effects and take things from there.My flash document comprises of only scripted animations but they are not reflected when I export into a PNG sequence.
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'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.
I need to export an animation from flash as a PNG sequence. I'd like the exported PNGs to be as small as possible so I'm checking off minimum image area instead of full doc size. But this had no effect it still uses the full doc size. I can export a single image and it works then. I deleted anything that could be altering the size. I even tried it with a simple scene with just a box and it still uses the doc size. I can scale down the doc, but that is very time consuming and won't allow for easy iteration so that's not an option. Is this a bug, does it just not work?
I have say 5 mc's. They are all different colors and currently at 0 alpha. I'd like them to fade into view (ie 100 alpha) this parts easy, and alas I've already done it. What I'm trying to do now is make them fade in sequence...so when mc1 is at 80% then mc2 starts fading in. When mc2 is at 80% then mc3 starts fading...so on and so forth. I remember seeing something similiar to this here in the forums using a for loop of some kind, but am unable to replicate the effect...
Sometimes in Flash, alpha transitions will just drop out without reason. They still appear in the preview mode, but when you export a swf it drops all tweened alpha animations. they become cuts instead. I've even tried opening the same file in CS4. Same dilemma.
Is there any way to use the "Export Movie" as "PNG Sequence" to work for movies where objects are animated with actionscript. Exporting like this works just dandy for normal animations, but it doesn't work for my current project. Basically I am creating images using mathematics and I want to be able to export the result as a png for use in other programs like photoshop; but since the images are created with actionscript the export just shows a blank image. Am I reduced to just taking a screenshot of the result and tediously removing all the should-be-transparent regions with the wand tool?
I'm expecting a bunch of different animations that were made in Flash CS3 as JPEG sequences, however, many of the animations contain seperate timelines that contain seperate movie clips. When I view it as an SWF, everything looks PERFECT, all the movie clips within the animation are moving like they should and it looks awesome. But when I export it as a JPEG sequence, the parts of the timeline that are seperate movie clips and in their own timelines are completely static and don't move.What settings do I need to have set so that, when I export it, the JPEG sequence looks and behaves just like the SWF?
In the following code The Photo, Fade, Rotate and Squeeze Transition effects work none of the others work. I think the transition is actually processed as the image isn't rendered till the duration time is up. I've tested all the commented out examples none work.
I have created a flash e-card for the organization I work for. This will be passed to another web company who will allow users to upload images that will then render in the card. What parameters do I need to write in this section <PARAM NAME=FlashVars VALUE=""> The user will upload there image and it will appear in the ecard.
I'm trying to export a mov at 60 fps. The trouble is I'm getting weird stuff happening in my exported movies, when I bring one into After Effects it thinks it is 62.5 fps. And the first 10 or so frames of the mov will be of the same image as if frozen.
I'm bringing the mov into After Effects because ultimately I'd like to have an image sequence, but I can't export an image sequence from Flash because it won't recognise the animations inside of my movieclips, so each frame renders out the same.Is there a way to export an image sequence from Flash and have it include the multiple timeline animations inside Movieclips?
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.
Could somebody give a hand with this? I am trying to export a flash image to jpeg. I can do it but the image is cropped when I open it in photoshop. This is the original image (is is an screenshot and not exported with flash): And this is the image exported with flash (as you can see it is cropped on the right): [URL] Why is the second image cropped?
Anyway, I have an animation I made in flash, and when I go to File>Export>Export Image, it doesn't export with the text. Also, depending on the image type I'm trying to save as, it will randomly save an image of different point in the animation than that which I have the playhead on.
I would like to export a movieclip as a gif image. The movieclip contains a circle that fading from grey to transparent. So I wonder if it possible to export this movieclip as a gif to show it in for example photoshop and still have it fading from grey to transparent (not white!!).
in my Asp.net web page (C# on backend) I use a Repeater, whose items consist of a title and a Flex chart (embedded .swf file). I am trying to export the contents of the Repeater to a Word document. My problem is to convert the SWF files into images and pass it on to the Word document.
The swf object has a public function which returns a byteArray representation of itself (public function grabScreen():ByteArray), but I do not know how to call it directly from c#. I have access to the mxml files, so I can make modifications to the swf files, if needed.
I notice when I run animations in the flash player, the image quality because very pixelated and blocky when I enlarge the animation.
I need my website to scale to different screen resolutions, so this can be a problem. Is there any way to make images smoother when the flash file is enlarged beyond it's native resolution? I really need to know since my website has to scale to a LOT of resolutions.
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 was wondering what the best way of importing a generated swf file into illustrator is, so i can mess around with the elements, add in backgrounds etc
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 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]...