i am wondering if it is possible to draw a path with the Graphics class, and then let an object follow that path as it's animation. example to make it more understandable: i have a movieclip on the screen, and as soon as a user cliks it and moves the mouse a path will be drawn. as soon as the user lifts its mouse the ball will follow te path at a certain speed that the user just made. i searched through the API and this board, but couldn't find any as3 solution.
Any way which allow me to draw an arbitrary line with the pencil tool for instance, and then tell to flash to use this path as a motion path for an object on the stage by creating a motion tween. I know that this can be achieved by classic tween, but I look for a way to achieve the same effect but by using the new animation model of motion tween.
So, I'm using this Path Class to make a path and then draw it. I'm having a problem where there are some positions that I draw the path, the entire line does not draw.You can see an example of this here as the dot moves. The line flashes at a few coordinates. Just a small concept example I made. The path is there, it's just not being drawn.
The code :
Code: import com.senocular.drawing.Path; // create a path instance that draws in _root var myPath:Path = new Path();
Is it possible to draw motion guide/path for a mouse position based movement?
For example if I have path the is like letter H. I would need to write many clauses/conditions for the borders of the movement. It would be a LOT easier if there would be some solution that makes the object always to stay on the defined path when moving..
I want to have a flash animation on my site.When I insert a "http:..." adress in the field "Data" and "Value" in the code, its completly okay.But when I insert a "~/PATHHERE/FILEHERE.swf" in this fields, it don't function.[code]
I tried using the search function, but to no avail. I'm a novice at flash, and a beginner at AS. I'm also an artist, and I'm wondering if there is any sort of script that could dynamicly draw (just like a recording of the brush input I put in, but played back in a frame) what I input.
Heres an example, I write, the AS saves the pathing input (in order too) then calculates with a variable number the time too take per stroke (aka, 1 stroke = 0.5/s, or vector point 0.1/s or 0.2/s).
I got some problems for drawing animation. Suppose I have a dot object. I want to have an animation which moves the dot to a position, and I want to do this for 100 times.
[Code]...
The running result is also wrong. how should I make this animation in the loop?
I am simply trying to move symbols around on my Stage, and each time I move one, the "path" is recorded and the object flows on that path when I scrub or play back.
All I would simply like to do is reposition images and symbols with out the movement and animation.
We need to make kind of a path animation out of a string (curved lines) drawing. The designer provided me with this: [URL]. We need a revealing (growing) type of animation that generates from the right, follows every corner and ends up in the left with that giant piece of "mop". Is there a way to do this professionally? Tried the old frame by frame masking, but it looks odd. Shouldn't be some AS3 libraries that just work with paths or that draw paths?
There is a pretty good class created by senocular, is called "Path"; basically it allow you to create paths and also create animations using those (like when you use the old good guides on flash).
To create an animation you just ask for a position using a number between 0 and 1. So just using some setInterval is easy to create the animation using a dinamically created path as a guide. The Problem is: How it creates the animation in curves; because is not doing it like flash does it; it basically does something like this
I have a lizard movie clip that contains a bunch of moving parts. I have placed this clip on the stage and then did a motion tween along a path. The clip moves along the path but you can't see any of the parts moving.
My game moves small pieces slowly. I am trying to bitmap blit with either CopyPixels() or Draw() but because the end result always blits to a whole pixel value, the animation looks choppy. Have a look at my test swf where I use a small helicopter, which shows 60fps with very choppy movement. I thought the bitmapData's draw() method would allow me to smooth, but it apparently only smooths changes made by it's matrix argument. My only other resort is to go back to using movieClips with hundreds of frames that represent the various poses.
I am looking to create the appearance of a shape being drawn. I need a few shapes, but for the example think of a simple U. I have tried several different approaches. First, I tried a shape tween at 45 degree increments. That was a wrong approach. Then I tried using After Effects, but the movies lacked flexibility and were laggy. Currently I am building the shapes using two shape tween MCs(an arc that goes 11.25 degrees and a line that goes 21px), and repeating it.
This seems to be working, but is very tedious, and lacks flexibility. i.e. if I decided I want the shape just a bit shorter I have to remove the MC incident from every frame. Also I have no possiblity of changing the speed without completely rebuilding the shape becasue I'm doing a frame by frame animation.
So I've created a script where a mc is clicked on and the player can draw a path using the mouse. I'm trying to figure out how I can get the mc to follow the path drawn out by the player's mouse and when the player clicks again, it erases all of the path.my code is below
how I draw a line through a path line? An example I have a movieClip that is a pencil and it is moving through a path line, now I want to draw the line that the pencil draw.
I have a 9 frames image of a character.In other language generally i used to make character animation by looping the array consisting of different frames and drawing each frame when pressing key.What i want to do is when i press left or right key, i want to draw each frame that makes character movement and update x coordinates of frames, and it will appear as character is moving.
I am making a frame by frame animation, where I draw a character, make a new frame and use the onion skin to slightly move my character. Is there a way to make a certain part faster than others? I made a character prepare to kick someone, but since i was doing it frame by frame it looks slow. So instead of taking out frames and making it look choppy, how do I make a certain part faster or increase its FPS? I tried making a new scene and changing its FPS, but that still changes the overall FPS.
the same class is passed to the mxmlc compiler in SWF library as a symbol linkage class and again in a source-path. But the compiler uses the definition from the source-path so creating new instance of that class won't create new instance of the library symbol. How do I tell the compiler to prefer the definition linked to the symbol (the one dfrom SWC)?
I have my design assets in an FLA file and they are linked to classes (e.g. [URL]. Then I export those assets to a SWC library and pass it to the compiler. Now when I create an instance of the class (new MyAsset();) it will be a new instance of the library object.
But there are other classes too in the source folder (e.g. "com.myproject.model.*" so I need to pass the source folder to the compiler too. And that is the problem, now the compiler will use the MyAsset.as definition from the source path, not from the SWC where it is assigned to the library object so if I create new instance of MyAsset now it won't duplicate the library object.
I was wondering if it possible to write up some AS that will take line paths that you have drawn and convert them into a Path object? For example say you drew a jagged line from left to write, would there be a way to have AS convert that into a Path object.
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
I am displaying some flash content on a fairly standard page. This works really well when the flash, xml file and html page are sitting together in the same directory.url...However, I want to display that same content in another page which is deeper inside the site but outside of the directory that houses the .swf and .xml files as well as the assets.[code]The js files are loading properly but the flash content is not, so I could use a little help getting that sorted out.