ActionScript 3.0 :: How To Reversing Frame Animation
Apr 1, 2009
I have a 23 frame animation that is moved forward or back on a mouse over. The problem is trying to reverse it. It is ok until it gets to frame 1 then it just stops. I need to get it to jump to frame 23 and to start reversing aagain.
function reverseIt(e:MouseEvent):void{
rewind = true;
this.addEventListener(Event.ENTER_FRAME,revFrame);
Was just wondering if its possible to somehow have some AS code, to play like 1-20 frames backwards, instead of copying it to like 21-40 and reversing it manually in the timeline
1. Have a permanent animation on the background, running over and over again.
2. My buttons should control that animation. What I want to do is to reverse the animation (going backwards on the timelime) when the user press the button, no matter in which frame the animation is.
3. Finally, when the animation is "gone", the buttons must point to an specific label.
I'm not sure how to to the reverse motion thing and if that's possible usings AS2. BTW, I'm attaching the file (just 8Kb) to show the idea, the real animation in the background is gonna be a movie clip but it's heavy to upload and I don't believe anyone will download it.
I have an mc which when rollOver plays an animation (works like a button), on rollOut I want the animation to play in reverse... I have seen it done before using a fucntion, but can't seem to get it to work... If I just reverse all the frames and get it to play that on rollOut it doesn't work properly...
I am trying to make a banner where two colored squares roll across the screen. The first blue square does just fine, however when trying the same thing with a green square (in a different layer) it does ok the first half of the tween, but reverses direction in the second half (where I placed a keyframe)- even though I rotated the green square the same way as the first half.
*trouble with gotoandplay and roll out functions* basically i have an after effects movieclip (followed the after effects button tutorial on this site) that i have made into a button. it works ok on rollover and rollout i use tweener which works a treat and when i click it goes to another frame and plays a small sequence of smoke exploding.
problem: its a look problem really. when i rollout the smoke click sequence tweens back to frame 0 as per my rollout instructions IS there a way for me to have the click smoke sequence play all the way through before going back to frame 0 on my rollout ? i see tweener has a oncomplete statment is that of anyuse? ive tried a few thigns but it always reverts to the rollout and reverses the footage.
My objective is to paste together several ( a lot, actually ) armature animations, each in a separate symbol.I have no idea how to do it, armature layers are a bit... strange. So i see only one solution: convert it to a regular layer.
so 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.
i'm very new at flash and finally ended all the work i wanted to do here. now i just need to had the actions so it will run properly. basically i just need it to stop in each frame and run the animation of the movie clip on that frame. if it's i can put the project here so you can see what and were i need to had the actions.
I'm still struggling with going from a loaded swf to the next frame in my timeline, where a new swf file will be loaded.Ths is my current code which is trying to move onto the next frame in my timeline is located at the end Frame of a 10 second animation:
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.
I have an problem whereby I have created a Frame by Frame dancing human figure and now I want to move it across the screen as well as scale it using a Tween.
I have spent quite some time slightly adjusting the upper arms, forearms, hands, legs etc and creating a new keyframe for each movement. All the movements are all in one layer... ie the forearm doesn't have it's own layer etc. I am running the animation at 24fps so there is quite bit going on.
I now realise that I should have created a symbol/movie clip from the first image I created and then scaled and moved the image first before animating it's limbs but I only realized that after hours of work and I would hate to start all over again.
So basically what I have is a dancing human figure in the one spot moving it's arms and legs and I want it to move across the screen and become larger by scaling it using a Tween. I could of course re-edit each keyframe by slightly scaling and the slightly moving the figure but that will take quite some time to get right as there will be a fair bit of trial and error doing it that way.
I have a project that involves flash animation- almost movie like. I need some advice on how to do flash animation. I think I'll create the graphics in illustrator. Basically, the storyline is this:
- guy leaves house and walks to car
-starts engine, puts on shades and speeds off
-scenes of downtown chicago (nightlife)
-view license plate
What is the best way to do this? create graphics in illustrator for frame by frame? Should I use after effects? The client doesn't have a high budget so video is out of the question.
I created a frame by frame animation using the default elapsed time. There are 41 frames, and it is completed in 1.7 seconds. I would like the whole sequence to complete instead within 30 seconds. How can I change the timing? I am using Adobe Flash CS4 Professional (v. 10.0.2).
I am developing a game for the Android platform using flash cs5 and AS3.
problem: the game will run at 24-29 fps until I call a movieClip that has frame by frame animation, then it will drop to 10-14 FPS. It looks perfect on my PC and does not lose frames until I move it to my Evo for testing. I have tested on an Epic also and I do not lose Frames which leads me to believe that it is the pixil population in the evo that is causing the problem but I have tried everything I can think of to not make it so intense on the graphics but same results every time.
It's a 20 frame animation and my FPS in flash is set to 24
I know I can export a simple tweened animation using "Copy Motion as Actionscript 3.0" and passing the resultant XML to an Animator object. But what I'd like to do is export a frame-by-frame animation and use that in my code.
As for why I want to do this, I'm trying to simulate a post-it being ripped off of a white board. Doing it and getting it to look natural using just code is going to be difficult, so I was thinking of having a designer at my company do a frame-by-frame animation of it and then using that.
I have been using a template from the Adobe Flash Professional CS5 from Media PlaybackSimple Photo Album.I added 15 frames and and used the built in Action and Playback buttons (3 buttons. What i want ot do is make it look like the Controller as seen below.I would like the movie to be able to be controlled frame by frame, go to the beginning etc. just like the controller. I am having a hard time understanding what to do. I have added buttons but when i do it flips out and scrolls through the frame by frame without stopping.
I created an animated logo in Flash 8 that is 129 frames long, i want an animation to repeat from frame 36 to frame 129 for four times and then go back to frame 1 and play again. I inserted "gotoAndPlay(36);" on the last frame of the animation but that will play the animation in loop from fframe 36 to 129, i want to play it for 4 times only
handling of frame-by-frame bitmap animations?I'm putting together an app with an animated character that stands on screen and moves around doing animations. Each animation (Talking, Dancing, Jumping, etc) is an individual Movie Clip made up of around 50+ PNGs in sequence. I'm using CS3 to create the clips, and export them as SWCs for use in Flex.
The problem is memory usage. It seems that Flash will place the entire movieclip into memory , and when we are talking 50 frames, 256w x 256h, 24-bit color, 8-bit alpha, that's a lot of memory (so (256*256)*4 = 250k each frame * 50 frames = ~13 megs of memory for each clip). Couple that with the fact that Garbage Collection doesn't seem to happen very often, and this simple little app takes can take up 300megs+ of memory.
I'm having problems getting my player to switch directions and just bounces off of the walls of the stage. I tried reversing the rate but it still shoots off into the distance and this is what I have now, it just stops the guy at the edge and nothing more. Does anyone know how I can properly make him bounce?
I seem to be having trouble reversing the contents of an array
this is the code:
Code: stop(); // Attributes arrays var nd:Array = new Array();
[Code].....
i've tried changing the 'for' loops for both the 'n' and 'i' variables to decrement them and also tried idnum.reverse(); but i can;t get it to work.
It's a news page so i'm basically trying to get the newest story(which is attached to the highest id number in the databse) to post first and then post the rest in descending order.
I am trying to have a small simple animation. This animation needs to have a roll over listener. This roll over listener must begin a downward motion for this movie clip. And then another listener must be a click or rollout that will make the clip reverse and begin an upward motion at any point that it is executed. This is the code I got so far, but the only thing that seems to work is the rollover downward motion. I cannot seem to get the upward reversing motion to execute.
stop(); mc.addEventListener(MouseEvent.ROLL_OVER, playy); function playy(e:MouseEvent):void
I make a button with some animated effects. On main work area I select object and press F8 to convert button with the name of (button1). The Up as it is which I make: w=70, h=50. Press F6 and same button on Over, here I again select object and press F8 and convert to Movie Clip. Here I insert 10 frames, one by one the button extend width and height. On 10th frame the button size 110x90 width and height. To animate and stop the button I put "stop" action on frame 10.I want that if the user's mouse over on button than the 10 frames play as I mentioned above but if the user don't want to click on (button1) than all of these 10 frames play reverse or add more frames and button will go to their original size and place. Is there any script bcuz I am new and don't know about action scripts.
I have to reverse the display order of a number of MovieClipsin a container. Somehow I cannot figure out how to do this as whenI use a loop construct and count through all Children I will always"pre"-alter the Indexes of the children still to come.
I have a movieclip with 100 frames which contain happy and sad faces alternatively. the playhead starts from frame 100 and skips a frame to 98 then 96 and so on until 2. it skips the sad faces.... but for some strange reason .. it flickers. [code]...
I have a function set up to determine the speed of the mouse, if the mouse is moved to the left it is returned as a variable in a negative number. I also have a function to make a movie clip scroll along, at the moment if you set the speed to 3 it will move to the left. So a positive number will move the movieclip to the left So you can see my predicament because the numbers are opposite, is there way of reversing one of them? Here it is in short
Heres my scenario, I have a menu bar that is off stage with just a little part showing. I want to be able to rollover the part showing so the whole menu eases into the stage. I have this done, however, i would like it so that when I roll off the menu bar it will ease back out.Im just unsure of how to go about this. Ill post what I have, in the meantime I'll still keep trying to tweek the code.
I have added the following code to my mc, but how do I get it to display scene 1 frame one when it is done? After it is done reversing I need it to immediately go to that scene because it has all of my buttons showing. Here is my fla file:
I have wondered if I can have an animation play on just the first Frame using ActionScript 3.0?? Can I call a certain frame inside an animated movie clip, with ActionScript3.0?