ActionScript 3.0 :: Slow A Down A Actionscript Animation?
Feb 10, 2010I have a simple 3D animation code:
Code:
stage.addEventListener(MouseEvent.MOUSE_MOVE,mousemove);
function mousemove(e:MouseEvent):void {
[code].....
I have a simple 3D animation code:
Code:
stage.addEventListener(MouseEvent.MOUSE_MOVE,mousemove);
function mousemove(e:MouseEvent):void {
[code].....
I have Flash CS3 installed (windows) I have two images, I shape tween from one to the other.
The .fla file is 15MB in size, and the .swf is 800kb,
My problem is that, even though I've set the animation to run at 30fps, I barley manage more than 1.4fps a second, it should take 5seconds to complete, yet its taking 140seconds.
I have a 2GHZ dual core PC, with 2GB RAM,
I want it to be a smooth transition.
I am having a issue with CS5 flash iphone app displaying slow laggy animations when I use a background image. I have pinpointed this issue by making a simple iphone application with only a vertically accelerating ball and one background image. If I use the background image the ball will animate slow and laggy, without the image it performs fine.
Also...while I have your attention, does anyone know why only CS5 will allow me to compile IPA files that will run on my 1G ipod touch with ios 3.1.3. I would like to use CS5.5, but the IPA from that version will not run on my device.
I'm running web browser over RDP (Terminal Server). However, the flash animation is slow over RDP. Is there anything can be done or perhaps anything to tell flash player to drop frames during animation?
View 0 RepliesI wanted to make buttons for my web site with some spinning animation, but i wanted that it dont just spin, but speeding up and slowing down. So what i want to make, it is the button whan mouse over, spinning animation speeding up and whan mouse out, animation slowing down and stops, and whan there is no mouse over, animation not playing.
View 1 RepliesI'm new to flash and I'm working on an animation project for my class. I decided to do half of it as single cell animation and half of it using tweens and whatnot. The parts that are single celled are moving WAY to fast and are throwing off the flow with my tweens. It's a requirement of the project to have atleast 20 fps and I don't have enough time to dedicate to drawing tons of more cells. For example, I have one animation made up of 40 frames and it needs to be stretched to about 100 frames. I've tried copying all of the cells into a movie clip and attaching a stop(); method at the final frame in the movie clip, then importing that into my movie and stretching it to the length i need, but it just runs at the normal animation rate and then stops until the timeline gets to where it's time for the next event or scene to take place. It sort of looks like i need to find a way to control the fps of my movie clip independently of the entire movie, but how would i go about that?
View 1 RepliesI have trouble with my drawing scene after adding sound. On main timeline I'm using :
[Code]...
The problem is that after calling ( _root.ballInHole.start(); ) my animation slow down. Im just changing position of 32 mc objects with no timeline on OnEnterFrame event of main timeline. When I'm not calling the sound then is everything perfect and fast as intended.
when i double click a symbol or button to edit it, I get this strange windows-like animation of a chequered rectangle that comes out from where I double click and gets bigger and bigger. Once its as big as the screen I can then edit the symbol.Its like its something to do with vista. If I bring up other applications whilst its doing it the rectangle is always on top and visible over everything. It's like some sort of windows "zoom" animation but for some reason its doesnt work quickly and is painfully slow... 10 seconds or so and when i come out of symbol editing it does the same in reverse.
View 1 RepliesHow do I make a onion skin effect in my movie so it looks kind of like slowmotion.
View 2 RepliesI have this for a continuos moving animation from right to left.
ActionScript Code:
mc2._x = mc1._width;
var speed = 6;
[code]....
How can I put a slow stop and restart in the code?
I have dynamic text that needs to animate slowly across the screen but right now it jerks in 1 pixel increments as compared to the vector graphics accompanying it.
I've increased the frame rate, converted it to a bitmap, applied GridFitType, etc., none of which (or my implementation) seemed to work.
Is there a way to achieve smooth animation with dynamic text at slow animation speeds?
I have a project for mobile where some of my animations scenes look as though they are winding up or playing in slow motion (from the start). They start out slow for about three seconds, as if they are winding up or in slow motion, and then they run at a normal pace. It only happens on specific animations and is consistent on different devices. Also, once I come back to the scene (revisit), the animations run normally from start to finish.
I have had some success in speeding up some animation by doing the following: In some scenes, the following would occurr: 1) a character was walking 2) the character grew in size though tweening 3) the background was animated as well ect. In other words, there were several things happening in the animation. In this example, I made it less complex by keeping the character the same size and making the background static. This helped alot. However, for the aforemation animations, I have tried everything (I am aware of) and nothing has helped. I'm not sure what to do next.
I have a movieclip that shows an animation onRollOver and an animation on RollOut but onRelease the animation enlarge itselfs but now when I'll roll out when the animation isn't open (so i didn't release) the animation plays the animation for the minimizing of the animation. Here's my code (I know its a bit amateuristic but I'm not a programmer )
[Code]....
ok lets say you create a button that when held down play an animation of 20 frames if realsed it goes to frame one and stops if held down it plays out this animation. for the topic lets say you have a fire animation and you want the fire to apear and if the user hold its down the animation reaches the end of the time line and loops back and plays the last 5 frames of the animation and as soon as it is let go it goes to and stops at frame one. Well i know how to make a button that when held down plays out an animation. And i know how to say when released goes to and stops at frame one. What i dont know how to do is to loop the fire at the last 5 or 6 frames so the user can hold it down all day long and play out that animation.
View 1 RepliesOk when you press link one it olads great! when i press link 2, it plays the closing animation, but not the entire animation, thats the problem.My closing animation is a red square going from one end to another ( for the hell of it).But you see content number two will load b4 the red square gets all the way across!!
View 2 RepliesNow I have 2 movieclip. Mc1 & mc2. I planned to to make mc2 do certain animation and user must input the key within the progress animation of the mc2 in order prevent something happen
View 1 Repliesso I have a looping animation that is several frames long. Inside the animation is a button, when pressed I want to go to another part of the timeline, where another animation is waiting. Simple, I got that working no problem. But... I need the first animation to go to the last frame in the loop before starting the next animation. The way I have it now makes an ugly cut, and the transition between animations isn't seamless.
[Code]...
I made an animation in Flash which I want to embed in Flex using SWFloader.
I've imported the tweener class (caurina.transitions.*) to tween a rotation. The animation runs perfectly in Flash.
However, when I embed the animation in Flex, the tweening is gone.
Do I need to import the tweener class in Flex?
I use Flash Player 10 (latest version), Flash CS4 Professional version 10.0.02, IE8 and Flex Builder 3.
I have a certain set of motion twains that I've successfuly completed, they constantly loop right now (default), and is saved in the SWF file.I'd like to take that finished looping animation, and insert it within another animation (a) that can be played with a play button, and stopped/resetted with a stop button.How do I insert the completed looping animation into the main animation? And is there something special I have to do in the actionscript of the start and stop buttons so that the "inner" looping animation will start and stop with the "outer" main animation?
View 1 Repliesi want to skip animation for second third etc.. load, for 15 minutes...I have flash file in AS3, but I find only code for AS2:
Code:
stop();
var today = new Date();
[code]........
I have created two buttons (Button1 and Button2). When you click Button1, an animation pops up. You click on the animation to close it - that works fine. If I then click on Button1 again to replay the animation, the animation does not show. If I click on Button2 THEN go back to click on Button1, the animation plays. Why can I not click that same button twice in a row? What am I doing wrong?
View 2 Repliesim trying to do is have a button that shows an animation (created by a duplicateMovieClip function) with onRollOver and stops the animation with onRollOut. It works when i roll over and it stops when i roll out, but then it continues in a loop up to the point where i rolled out (instead of cutting off completely as i would like). Id be extremely grateful if you could tell me where im going wrong.
View 2 Repliesi have a over and out animation but i only want to play the out animation when the over animation has completely finished and the same with out animation. i have this code
[Code]...
I was able to create an animation which only runs when I place my cursor over the animation box.The animation stops playing when I remove the cursor off the animation box.I was able to do this using button rollovers.How do I apply a URL link to this animation.When I place my curser over the animation box it plays,and when I click on the animation box I would like it to link to a web page.
View 1 RepliesOn a horizontal bar, text scrolls from left to right, continuously. The text is a fixed string of city names, and I've made it so that it loops nicely. This horizontal bar with scrolling text is part of a vertical animation, scrolling the bar in and out of view. The vertical tween starts after two seconds. When the vertical tween starts, the horizontal animation has started as well. At the beginning and end of the vertical tween, the horizontal tween starts over. I want it to continu.
View 1 RepliesI have an 2 animations that I need to syncronize. The first animation is a projector screen entering stage, the second is few text layers and images. I timed the second animation 2.2 sec after the screen animation starts (using timer event) and it worked. When I tested it in other computers and on the internet the screen movment was much slower so the second animation entered the stage too fast.
I want to order the second animation to enter only when the projector screen reach it's destination on stage. The screen animations has 2 parts, in animation and out animation connected by a stop(); commend in the middle.
Im not really new to flash, but pretty useless at Actionscripting and i think thats what i need in this situation.A flash movie was predesigned for us at 12 FPS. which was fine at first but now i have to import those movies into Adobe Presenter 7 which once published runs them at 30 FPS by default. So you can see my problem.. the 12FPS files run way to fast.Im trying to avoid having to edit everyone of those movies and increase the timelines to work with 30 FPS.. that would take weeks.So my question is, can i load the entire movie into a MovieClip and then set my main movies property to 30 FPS and have the MC play at only 12 FPS? i believe i read about this somewhere.or is there a way to automatically extend the timelines? im using CS3 Pro.
View 12 RepliesAfter reading some articles about increasing performance, I read that if you would cache your movieclip animation to a sequence of bitmaps, that this would be much faster. So after spending lots of hours I created a bitmap animation class that converts a movieclip to a bitmapanimation.When I completed it, and did a performance test with about 40 movieclips on a stage size of (1024x900) and set the frameRate to 100 fpsIt runned on 58 frames per second. (30 mb memory) But when I tested it without converting it to bitmaps by doing it the old and simple way of adding the movieclip dynamically on the stage withalso 40 movieclips, it runned even better (61 fps). (4mb) And it did not use so much memory as the bitmap approach was doing.
Then I thought perhaps I was doing something wrong with convertinh to Bitmaps, and found on the internet also a Bitmap Animation Class, and after testing this one, I got the same result. It seems to run faster if you don't convert it to a bitmap sequence.I only have experienced negative points, like slower framerates, using more memory, and the prerendering causes a calculation performance pause when compileing. (this is even with the fix to pass the already rendered frames of the movieclip to the next bitmap animatioin class) I am now confused of what is the best way of creating better pefromance when using the same movieclip animation (like 80 times at once).
I need to do a good animation for school to pass my subject and I have done several animations. I thought maybe I do an animation with different choices. Basically you have the "Home" Screen and then you chose one and an animation is been played. Then when I press another button, a different animations is being played.
View 3 RepliesI have several MCs on the stage. Each have a basic animation. They have a button embedded so I can click on them. When I click on the first MC it starts animating. When I click on another MC I need the first animation to stop. Is there a stop command I can put in there that stops the other animation before starting its animation?
View 4 Replies