ActionScript 3.0 :: Timing Animation Created By Tweens?
Jul 30, 2010
Creating Animations Using the AS3 Tween Class:[URL].. I have three textboxes and I need them to fly in at different times, not all at once.
From the tutorial I get that I should create a tween, then instantly stop it. I would like to know how to count seconds or frames before resuming the animation.
I'm doing my company website. When a mouse event sends you to my services page I have 4 seperate blocks of text that fade in. So far I have the first 2 texts blocks fading in at the same time. I want to stagger the timing so the second block of text starts its fade in a fraction of a second later, and so on with the remaining text blocks. Below is the code I've used to fade them in at the same time. Is there an easy way to adjust this code to achieve the desired effect.[code]....
I'm new to OOP and AS3. I'm doing my company website. When a mouse event sends you to my services page I have 4 separate blocks of text that fade in. So far I have the first 2 texts blocks fading in at the same time. I want to stagger the timing so the second block of text starts its fade in a fraction of a second later, and so on with the remaining text blocks. Below is the code I've used to fade them in at the same time.
//services text fade in var servicesText1Tween:Tween = new Tween(servicesText1, "y", Regular.easeOut, 148.9, 140.9, 1, true); var servicesText1Fade:Tween = new Tween(servicesText1,"alpha",Regular.easeIn,0,1,2,t rue); var servicesText2Tween:Tween = new Tween(servicesText2, "y", Regular.easeOut, 244.7, 236.7, 1, true); var servicesText2Fade:Tween = new Tween(servicesText2,"alpha",Regular.easeIn,0,1,2,t rue);
i would like to do a simple set of buttons dynamicly created by code, like simple recangles which will act to each other and have different target urls or movies to load. Also buttons should have constant spacing to each other and it should be possible to have a tween animation for each one with delayed timing, so button 3 slides in first, button 2 slides in a second later and finally button 1 slides in at last. If you click one button all of the other buttons should get deactivated and the alpha should tween down to a lower level for e.g
Something like that, sounds simple but i don?t know where to start. I guess i will need to duplicate the button give each of them different targets, tweening and activate / deactivate states, but thats all i know in theory so far.
im 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.
I'm supposed to do an intro (4 seconds) of 4 logos images (same size) to do a circle animation (once).I'm thinking about using tween classes to do that in 4 steps. Images will be listed on a xml file so i would be using an array to load images. Should I do it this way?... or should I create an empty movie container to load the images thru xml and make the animation frame by frame?.
I am making an animation that tweens two different objects at different speeds dependent on the position of the mouse. This is working fine, however, when the user takes the cursor outside the flash box and enters the frame it jumps to that position.
I have created a tween for this first instance however, if the user continues to move there cursor before this tween has finished it continues to jump.
I found myself wondering whether it would be wiser for a person to construct complex animations (using multiple eases, transparency effects etc) in flash using the tween systems, or rather to create it in software like After Effects and export SWFs with transparency. I would imagine that for short, but complex animations, AE would be best because of the small SWF size of fewer frames being rendered. Another wonder I have would be whether creating complex tweens on a Flash timeline, then converting them to AS3 would be a processing nightmare. Should Tweens be restricted to simple tasks? Would anybody like to take a speculative 'stab' at the pros and cons of each method?
I have been having trouble with the timer, knowing how to plug into the scripts/Functions the correct way. Below is the script (probably not written as efficently as it could be, but I'm trying) Anyway, the script is uses simple tweens for a movieclip. I would like to use the timer/setinterval function to pause the animation between tweens (Using the event listener after the tween stops to start the interval/pause) Is this the right concept or am I barking up the wrong tree.
When I want to ask for a small fee for my app, I'm not allowed to use TweenLite. So I started thinking I could probably replace the tweens with Flash's built-in Tweens. BUT I'm also using rotationY. Flash doesn't support this as far as I know. Are there Tween engines out there with a copyleft?
I created a dropdown menu by using a mask over animation. When you rollover the correct button a mask lowers down showing the dropdown buttons. then you can roll over each one showing a small tint animation. I wrote a script on that layer telling it to gotoAndPlay(21) when you click any one of the buttons. however whenever I click on one of the dropdown menu Items nothing happens. Is this because of the stop action I have at that frame?? and if so How do I get around that.
I'm currently making my own 2D shoot' em up and I've created a simple enemy spawn state machine which allows the game to automatically keep spawning/creating new enemies on the stage. Before I had this spawn loop machine/code set up, I had only one single enemy which was already on the stage to test the gameplay of my game and the enemy as set up tween object using tween animation. I'm wondering if its possible to add/able tween animation on all new created enemies as appear on the stage giving them movement/ai? This is possible? I've experimented with some code, I'm failed to succeed withs such functionality, I just wondering where I am going wrong or if anyone knew of any alternatives to my approach?
I'm trying to use 9-slice to animate a natively created flash movieclip. It's a rounded-corner box, with a little speech-bubble pointy thing jutting out of the bottom left corner. I have 9-slice enabled, and the slices have been repositioned close to the corners. When I distort/grow the MC on the flash stage, it's fine... but as soon as I try to animate the growth, it gets all wonky?
If I use the newer Motion tween style, it's messed up all the way through except for the first frame? And if I use a traditional tween, with the proper small box start frame, and modified/grown end frame... it will look right for the first and last frame of the animation, but its as if the 9-slice isn't working during the tween? I've inserted a series of screen caps to illustrate the traditional tween issue.
I'm working on a slide show which includes 3 sections that fade in and out automatically as well as can be navigated via buttons.Everything is working fine until I include a 3d tween animation of a hanging sign.it doesn't have any action script - just a 3d tween where the sign swings however once I include it in the slide show, the whole thing goes crazy:The fade in and out of tweens don't work.sometimes the slide show skips and everything start moving very fast as if the timeline was fast forwarded... can someone please helpe me and point me in the right direction of where to even start trouble shooting it? The problem is that it acts as if there was some kind of script added however there's no action script included in the hanging sign.
I created a motion preset of a 3D text animation that made the text swing back and forth like a gate with the hinge on the far left side. However, when I apply the motion preset to other text, the text moves to a new location and the text swings closer to the center than the far left side. Moving the text only creates a travel path that further complicates matters.
what am I doing wrong with the motion preset? How can I save something into a preset and apply it to other things and have the animation work the way it was designed?
I'm working on a slide show which includes 3 sections that fade in and out automatically as well as can be navigated via buttons...
Everything is working fine until I include a 3d tween animation of a hanging sign.. it doesn't have any action script - just a 3d tween where the sign swings... however once I include it in the slide show, the whole thing goes crazy:
The fade in and out of tweens don't work... sometimes the slide show skips and everything start moving very fast as if the timeline was fast forwarded.. The problem is that it acts as if there was some kind of script added.. however there's no action script included in the hanging sign..
I am loading an XML file and when I run a trace inside the onLoad event the results show.When I put the same trace outside that event, the trace returns undefined because it runs before the XML is Loaded.I don't know how to assign the results of the XML to a variable being used outside the XML unless I call that through another event.For example. I want to preload some images if the user has been to the movie before. I call XML which has the image array. But I can't tap into that array because my function is outside the XML Load event and my function is not tied to an event.
I'm making a flash movie and I have all of the audio timed out right in the .fla, but when i hold Ctrl+Enter to play the .swf, the audio is not timed right. I haven't expoted the video yet so I'm hoping that the file will be fine when exported.In the file attached, (it is unfinished) the audio, "You talkin' to me?" should happen after the camera has already finished panning up to the man's head. Instead, the audio plays while the camera is panning upward.
I have a Flex GUI which is using AMF Streaming to BlazeDS on WebLogic 9.2. As the AMF Streaming uses long polling, it keeps the connection open for extended periods of time.
WebLogic has a max thread timeout of 600 seconds. WebLogic throws an error and times out the thread if it has been alive for longer than the timeout. This causes my GUI to lose its connection and hang.
I could change the default setting in WebLogic (StruckThreadMaxTime) but this would obviously negatively effect legitimately stuck threads.
I have two boxes on the stage and on a button click I want box 1 to change colour then once that has changed the other changes colour using tweener class, at the moment box 1 and two change together?
Code: import flash.events.Event; var oneArray:Array = new Array("0x99CC00", "0x99CC99", "0x99CC00"); var boxArray:Array = new Array();
As you don't know when as3 will actually do a draw, how do you time the draw? Basically I have my logic seperate, and can time it. I wish to time the render also. Then I can adjust how many frames I render per second but always run the logic at full speed (I assume that's 50fps if flash is set for that). Meaning of course the game runs the same speed on any platform, but the draw only happens when there is time i.e. less time more jerky but game speed the same.
In the tutorial named "How to load random movies" it loads random movies when the page refreshes. I want to modify the code to load random movies 5 seconds at a time.This is the code from the tutorial, how can i add the property I wanted.
Code: filename = ["circular.swf", "vibration.swf", "random_movement.swf"]; path = "http://www.kirupa.com/developer/actionscript/animation/"; i = filename.length; k = Math.floor(Math.random()*i); loadMovie(path+filename[k], movieTarget);
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 )
1) Is it better to pre=render things say in photoshop or have flash render them?
2) if I have a field of stars that drift along; is it better to create that Star Field in photoshop as a single picture (say a .png) or to create a star in my library and add it to a movie clip and then have that drift along?
Lets say I have a blur effect on my stars and have an equivalent on the photoshop.
3) I have heard (and experienced) adding effects like blur takes a fair amount of CPU and memory so was wondering if I created the effect in photoshop and then imported the 'blurred' object into my flash if I could cut down on system resources?
I have two movieclips on stage (red_mc and blue_mc). I'm attempting to have blue_mc fade in first, then when it's finished, I'd like red_mc to fade in. Why is the following code not working? ....
import fl.transitions.*; import fl.transitions.easing.*; function doBlue(e:TweenEvent = null):void {
[code]....
In another file, I have four movie clips: blue_mc, yellow_mc, green_mc and violet_mc. The idea is to make blue "invisible" to reveal yellow and back with keyboard command. And switch from green to violet and back with keyboard command. Problem is, one keyboard press switches both blue to yellow AND green to violet. I'd like it to happen sequentially ... meaning first keypress switches blue to yellow only. Next keypress switches the green to yellow only and so forth.
Subquestion for #2: the way it's set up now, it requires a keypress to switch BACK from the second color to the first. Ideally, I'd like to put it on a timer so that one keypress, turns blue to yellow, waits 5 seconds and resets back to blue. Next keypress, switches green to violet, waits 5 seconds and resets back to green.
// shows blue and hides yellow, switches at key_down yellow_mc.visible=false; stage.addEventListener(KeyboardEvent.KEY_DOWN, hideShowBlueYellowKeys);
I am still pretty new to Flash, but I do understand mostlyhow things work. Basically, I have 5 banners (each in a named frameof their own) in a banner rotation SWF and I want to make themrotate continually through all 5 banners without using the timelineto do so. How would I use setInterval to force them to rotate, sayevery 3-5 seconds? Or, what command would I need to make them do
in the old version of flash, there was an option in the property inspector where one could have assigned ie. 8 seconds to a keyframe (esp. text) so one could read the let's say 3 sentences before the next set of sentences came on the stage. i swear there was an option for this in flash 8. can anyone tell me how to control the timing in flashcs4 in between frames? i know how to make the very last frame stop( ); in actionscript 3.