Code:
var textClip:txtClip//linkaged empty movieClip in library
textClip=new txtClip();[code]....
i've added the linkaged movieclip in my main.ImageArea MovieClip,and i'm giving rotation for that added child.While rotation the textClip goes somewhere..and i can able to see the text only in rotation 0.
I am using flash cs4 and flash player 10 to flip a card using rotaionY and rotationZ.Its a movieclip with a dynamic textfield inside, font is embeded and antialias for readability is set.Textfield is on full pixels as usuall, but the problem is that after rotation text becomes smudged.
I have a movieclip and when I do 3D rotation from Transform panel, It rotates perfect, center is in the middle of image, and when I apply mc.rotationY, rotation center is in left of the image, aren't 3D rotation from Transform panel and mc.rotationY from AS same? what's up?
I'm trying to do some augmented reality projects with flartoolkit . I can now put simple 3d objects on my marker and it works fine , but I wanna give my project some events that the user can interact with. I'm trying to trace the rotation of the marker. there's a container:DisplayObject3D which my application uses to add the 3d objects , I traced this :"trace(container.rotationZ)" but it's just returning 0 . I studied another AR application's source code and it was using the rotation of it's container object without problem .and I think I should mention that I'm using the exercise file of seb lee delisle papervision3d course from [URL]. anyone has any experience with flartoolkit? the main functions of my my code is as below:
Is it possible to have the child movieclip rotate separate of the rotation properties assigned to the parent? so ultimately giving the child element it's own axis?I've customized Lee Brimelows (gotoandlearn.com) 3D carousel to spin on the x axis to make it a vertical carousel. I've also rotated that by 45 degrees on the y axis to see all the items, and wrote a snippet of code to hide the left portion of the carousel. The entire carousel is contained within the 'container' movieclip, and inside of that are my carousel items (as seen below), with the larger item being the item in focus.
On rollover of the item in focus, I want to rotate it so it faces the viewer (as seen below),basically removing the 45 degree rotation applied to the container.The problem i'm running into is when you rotate the container (changing the rotationX of the container), the axis basically rotates with it, so when i rollover the next item 'in focus', the following happens..(in the example where it appears how it want it to, the carousel is at a rotationX of 0, so it works fine)
I have a map application where booth numbers are being auto-generated for the booths. In the map controls, you can rotate the map 90 degrees and when the map is at 0 degrees of rotation, the booth numbers show up just fine. However, at -90, -180 and 90 the text is gone. Here's the map[URL] Here's the function used to generate the text fields:
Program A has a cannon that aims to line up with where-ever the mouse is pointing, in 360 degrees, and fires when the mouse is is clicked. Program B has an eye instead of a cannon that should in theory do similar functions when the capslock key is toggled, but instead only has a 90 degree range of motion from the Right of the eye toward the bottom (quadrant 4 only). Where did the ther 270 degrees of rotation disappear to?
i.m trying to create a 3d rotation much like the widely used carousel only the rotation i desire consist of four upright(90 degrees) movieclips resting on a slanted, 30 degree plane which rotate onEnterFrame or following a tween on a oval like path - then pause for a given number of seconds at the four movieclips positions equal in distance on the plane
function around() { this._x = Math.cos(this.angle) * radiusX + centerX; this._y = Math.sin(this.angle) * radiusY + centerY; var s = this._y /(centerY+radiusY);
I'm trying to have a class file which can add objects to the stage via addChild; however, when I call addChild from within the class file, I get the error "1180: Call to a possibly undefined method addChild." I've tried importing flash.display.* and that doesn't fix the problem. Does the class file have to extend Sprite or MovieClip to be able to add objects to the stage?
i have done my draw line with help from rameshSe7en.I have tried to add a text input for user to enter input. When the textinput is done using the "enter" key, the text will appear.Right now, my text will somehow 'cut' over the line at certain angle. I know that there is some maths formula involved, I am having problem getting the maths formula..I want my text appear to be parellel with my line drawn, something like this: this is my actionscript coding for the drawline & text input:
I have downloaded Box2d ([URL]) and created a project that looks like this: [URL]. catalyst is the green cube and it has the base class "shapes.box", it is inside "world" which has the base class "wck.World". What i want to do is to add another "catalyst" from the library inside "world" when i click on add_btn. I tried to accomplish this by this code:
[Code]...
Symbol 'buttons', Layer 'Actions', Frame 1, Line 41061: Call to a possibly undefined method addChild through a reference with static type Class.
So I'm working on a project where I'm building a flash loop to play on a display in an office lobby. I'm making it so there are static elements in the animation as well as dynamic elements. I'm thinking it will pull in all the data from an XML document - I've got that worked out. Here's where I'm stuck.
I know how to use Actionscript to dynamically create a text component, and I'm using TweenLite to animate that text component -- but how would I go about setting up a class that looks at the total number of dynamic screens that need to be created and animate all the text in a sequential order...one slide at a time.
Can't figure this out for the life of me. Its probably something simple, but I can't find any solutions online. Can anyone help a brother out here? All I'm trying to do is assign text to a dynamic text box that is inside a movieclip (loaded from the library using addChild()
I have a movieclip (parent).inside that there are many buttons(movieclips). If click on any button the whole movieclip(parent) should rotate and stop at a point. For each button inside parent movieclip there is textbox. While the parent is rotating the text is also rotating, I don't want that effect. I even converted the textbox to movieclip and tried to make that movieclips rotation=0 but not working.
The newMC doesn't show up.If I add 'parent.' in front of the addChild then it appears.mc_LibItem has a base class of "flash.display.MovieClip" and is exporting for ActionScript and on frame one.For grins I created a new .fla and began messing around with the same addChild idea and it worked.
If you have two textareas, one has a rotation value besides 0 and the other has no rotation value or a value of 0 and you 'tab' focus from the one w/rotation to the one w/out. The border around the textArea w/out rotation will be rotated. If you set the rotation value of the non-rotated text field to a non-zero number, even 0.01, it fixes the problem, this causes tons of other problems in text rendering though so its not a solution.
I found setting the focusThickness style to 0 removes the border, which is a good solution but not a great one, anybody got a better one? Here is some sample code:
how can I change the txtField.text without using the addChild function in the main class?? because the Content Class is already visible when you compile it.. and when I remove the that addChild function, the txtField.text is still in its default value which is "Lorem Ipsum"
I am watching the tutorial on the motion editor and when he opens the motion editor to edit the Rotation X and Rotation Y values I'm in trouble.My motion editor now only shows Rotation Z but, no Rotation X or Rotation Y. What am I doing wrong?
somewhat understood the basics of adding and removing children, however, I am facing another problem. After using the removeChild Function, I can't seem to add another child.For example:
ActionScript Code: var attachedMC = new (getDefinitionByName("Content1") as Class)() Page.addChild(attachedMC);
I am trying to do a simple "pseudo 3D" rotation of a movie clip. The clip would "flip" on to the screen. I have created the effect using PaperVision3D, however, the final SWF is about 64k and my project requires a smaller file size. I tried to create the flip effect manually by creating skewed versions of the clip and tweening between them, except this doesn't work because the shape is not tweaked along the vanishing point as it should be. It looks like perhaps I could accomplish what I want to do using the MatrixTransformer but I've not had much luck so far.
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest); Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
This works fine but now I would like to have another pointer but with an starting angle of 60degrees. Is there an easy way to ad a starting degree or angle value on this code?
How can I control the center of rotation when manipulating CS4's 3D properties? --I mean in code, that is. I've set the 3D Center Point in the Transform Panel, and if I rotate the MovieClip in the IDE, it rotates correctly... but when I manipulate rotationY via code, that 3D Center Point is not used.
So I've found numerous tutorials on rotating to face the mouse, and none of the rotation equations work properly for me. I made my own that worked but then it just over complicated things such as bullet direction and the likes so I want to figure out what's going wrong.
Code: var radians:Number =Math.atan2(mouseY-ME.y,mouseX-ME.x) var degrees:Number = (radians/Math.PI)*180;