ActionScript 3.0 :: How To Tween A FadeIn On Frame
Sep 2, 2009
I am working on using AS3 to do my tweens, rather than working solely on the timeline.
Just a quick question, say I have a logo... when I get to frame 5 I want that to fadeIn. I have the AS3 to tween it in, however, I am not sure what I assign my function to?
I want to fade in a background with a alpha tween after it's loaded in by an UILoader. Everything seems to be working great when I do a Test Movie (in Flash) or view it in IE. However, I encounter a problem when viewing in Firefox. Somehow the alpha does'nt come up to 1(100%). Sometimes my background image is barely visable and sometimes it's at ~90%. It seems to be completely random.
Quote:
//load random background (1 to 10) var randomNumber:Number=Math.ceil(Math.random()*10); trace(randomNumber);
[code]....
I've tried increasing the final value (Regular.easeOut,0,1,2,true) and this will change something but doesn't solve the problem. I've also tried instead of fading in the background to fade out a overlaying vectorshape, but same result.Is it possible it has something to do with other script/my background img size/??.
But my problem is that i have a motion tween that startes at frame 5 and ends at frame 25. And the code says that at will go to and stop at frame 25.what I really want it to do, is to go to frame 5, play the motion, and stop at frame 25.
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've created a multi frame MC for placing each of my slide out images on and have added a tween slide out MC.my onrelease is working and I've correctly switched the image frame for the relevant picture being clicked before playing the tween MC.However once the MC stops playing the image MC is reverting back to showing frame one image.Why is this happening? Also why when the slide out MC is over the smaller clicklable image the hit area is still available through the image being shown?I've ensured that the slide out MC is on the top most layer, how do I make its backgroud solid so any clickable item underneath is not available.
In the old motion model it was as easy as highlighting all of the frames, converting them to keyframes then removing the tween. But I have no clue how to do it with the new motion model.
It's a simple animation. Rectangle with a med. quality blur filter & 0% opacity tweened several frames later to med. quality blur filter & 80% opacity. This is a normal motion tween. So what it does is fade in, fade in, fade in...then oops! - jumps to 80% opacity. The last frame of the tween is 80% opacity, but the frame before that is significantly lower in opacity. So for some reason it's jumpy.
This was happening to me before with a different .fla when I had one blur filter on low quality and the other on medium. But in this instance, both keyframes have the same quality.
I have a movieclip that contains a sequence of jpgs one per frame.When the user clicks a button I would like to use the tween class to move the clip on its x and y axes to a target position but also move the clip's frame from its currentframe to another on its timeline.
var myTween=new Tween(MOV,"x",Strong.easeOut,MOV.x,nx,3,true); //works var myTween2=new Tween(MOV,"currentFrame",Strong.easeOut,0,260,3,tr ue); //doesn't work
I can tween the x and y properties ok but cannot see how to tween the frames. currentFrame is read only so that won't work.
I am wanting to fade out of a frame and then fade into another, and the way i was thinking of doing this was to code a tween to alpha 0 and then use the code:
home_btn.addEventListener(MouseEvent.CLICK, startMovieHome); function startMovieHome(e:MouseEvent):void {
[Code]....
I dont know how to ask it to tween and then go to the label "home" once the tween is complete..
The client requested a simple slideshow with 8 images. I was able to piece that together, but only issue left is how to add a fade-in fade-out effect. The images I'm using on not embedded in the flash file but are ref from an xml file so the basic method is out of the question.
[]---XML FILE -----------------------------[] <xml> <images> <a title = "_0000_shiny_wristlets.jpg" /> <b title = "_0001_LSSRT.jpg" />
I'm trying to analyze the sample file load_images.fla which is delivered with flash mx... and here's my problem:there's a line in the first frame in the actions layer which is as follows:if (whichPic<5 && !fadeIn && !fadeOut) {.........}now what is "fadeIn" or "fadeOut"? I thought it might be a method of the MovieClip-Object, but it's not listed in the actionscript-reference. then I thought, it could be a method defined within the flash-movie itself, but it isn't (at least i couldn't find it). so what is it?
This is my first time working with flash and actionscript. when my project increased in size, it became frustrating to look through 2 or 3 hundred lines of code to find my mistakes. I decided to code in frames, so that one animation or movieclip could be handled by each frame, making it easy to edit each individually. So far so good, but i am trying to reuse a tween from an earlier frame, and it doesn't seem to work. I was under the impression that if you define a variable in a previous frame, you can use it in a later frame.
here's what it looks like
(frame 5) var closeMenu:Tween = new Tween(mainMenu_mc, "x", Strong.easeOut, 238, 900, 3, true);
there is a frame in between that does: gotoAndStop(20);I want the animation to start right when it gets to frame 20:
(frame 20) closeMenu.start(); TypeError: Error #1009: Cannot access a property or method of a null object reference.
I can copy and paste the original var and change the name from closeMenu to, say, closeMenu2 and it will work fine, but I feel like what I did should work.
I want to put a function in this movie that allow me to make visible a tween function after some frame, for example 100. Here is the file; i'd like to make visible the page of book after 100 frame. So, how i could make it possible?
I have a menu set up so that when you rollover a button it brings an image to the top that corresponds with that button. This is currently set up by using swap depths. The problem is that I want the layer to fade to the top instead of just popping to the top. I turned the layers into MCs and put fades inside the MCs and that works with the code to bring the layer to the top and fade in. But when it does come to the top and fade in, it's deleting whatever layer was previously on top rather then fading overtop of it, so when the new layer comes to the top, you can see the very bottom layer is it fades in...
I am just trying to get my as3 tweening skills locked down around the basics. So, for this example, I have a logo / home button fading in, this code is working for that... however, is there a way to addChild (home in this case) via the tween code, so that I do not have to add the child at alpha0 "then" fade it in?
import fl.transitions.Tween;import fl.transitions.easing.*; var home:Logo = new Logo();addChild (home);home.x = 400;home.y = 300;home.alpha = 0; var fadeIn:Tween = new Tween(home,"alpha",None.easeNone,0,100,200,true);
I like to think i have a decent knowledge of AS, but this silly little problem has evaded me... Check out my FLA. I'm trying to make a very simple function that will fadein/fadeout a MC whenever run.. you should understand from the FLA.
I'm building a website with fadein/fadeout transitions between sections. On button click, a white rectangle on the very top layer (filling all the screen) is faded in. Once ended, the section changes and the rectangle fadeout is started.
It technically works, but I've noticed that the first transition is not fluid, while the next are fluid. Does exist an efficient technique to achieve the goal?
I am creating an animation. In the Stage I have filled up it almost with many squares in its different rows and columns, and leaving something of space among them (something as well as the tiles), and each of these are buttons, that when they settle above an animation begins type fade, but returning to the main color. My question is with respect to creating an animation with them, I have all in the Stage, but my intention is that when begins, appear 1 to 1, with fade in, and randomly.
How do you create a motion tween when I insert keyframe in frame 28 then I click on the object and create motion tween but when i click in 60 to insert keyframe I get opition of position, scale, skew, rotate ect. I just want to insert keyframe. What am I doing wrong?
I have a Fade-in/ Fade-out movie that works with the 'alpha'. It begins on a Mouse_Over and works its way toward 0, but stops and reverses from where ever it is at on a Mouse_Out and works it's way back towards 100. I pretty sure someone here showed it to me -- and it has been the cats' meow. I'm wondering if Flash will let you do the same thing with a motion. I played around a little and replaced the 'alpha' call in the function with 'motion' and the code stayed blue (which I'm assuming means that it is acceptable). This would make a really great function, assuming that it is possible. I've enclosed the 'alpha' code so that you can see what I am referring to.
I currently got a movieclip. On the timeline of the movieclip i've put a keyframe on frame 100, so that my movieclip is 100 frames long.On the stage I got a 100px wide red square as BG and on top of that a copy of the 100px square just in blue (my shape tween).What im basically trying to do is having the 100px blue square act as a percentagebar. So when I do something like:
ActionScript Code: percentagebar.gotoAndStop(50);
The shape tweener should tween from frame 1 to frame 50 (with 50 representing 50%).
I have a movie running @ 24 fps. I particularly need to control a motion tween to run slower than the movie fps. How do i control frame rate of a particular motion tween.
Im doing a project that works with lots of tweens im having always the same problem when i call Tweens to execute in the same frame..The Tween most of the times freez before this motion end.I fixed the tween for the background... but for that i had to put the tween in another frame and call that frame from my home Frame..Now im trying to do some Tweens with some buttons, but it most of the time freez before the motion ends.Should i forget to use Tweens in the same frames?