ActionScript 3.0 :: Move Onto The Next Frame In My Timeline Is Located At The End Frame Of A 10 Second Animation?
May 26, 2010
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:
is there any way I can link a button inside a MC on frame1 to a frame inside another MC that is located on another frame.Ive got 2 frames in total. On the first frame Ive got an Mc and inside this one Ive got a button that needs to be linked to frame number 50 which is inside a MC located on frame number 2.
How do I link a button thats embedded in frame 2 (music page timeline) to a frame in the main timeline ( frame 3= biography page)? Both pages are on the same scene with link buttons embedded in each page independent timeline.
I have an animated movie clip (a man walking). I have created a tween with that clip, but when he stops at frame 30, I want the animated movie clip to stop, so it doesn't look like he's walking on the spot.
Not sure if I'm in the right place, I apologize in advance if so. I'm somewhat proficient with html, but fairly new to flash, using cs4pro, as3. Here's my dilemma. Converting an existing html/css site to flash. Flash is main site now but a few html pages are still linked, a buy page and a form page, a few others. I can get the all the external html pages to link to a frame in the flash movie, and I can get the flash to link with all external urls.
My problem comes when I move to a frame outside the main timeline. The movie is lets say 393 frames. All symbols/content are on seperate layers, and so is the action. Once the full movie ends, I have several frames past that where I have basically created frames for additional "pages" and created anchors for those frames, new layes for content, new layers for anchor (labeled) and new layers for a stop(); on each frame, I extended the pertinant graphic frames out to 410 from the original movie.
Now when the movies runs the buttons appear at about frame 115, so in the action layer I coded a keyframe and then added frames of it out to frame 410 or so: I have attached the .fla Now I'm lost here. When you navigate the site, from home lets say to an external link (button) like members, the html member page opens, and if you click home button, back to flash frame, and all works, all buttons, on the home frame 393. But if you go to any of the external htmls, and then go back to any other frame like frame 401 the about page, and all the rest 402 403, etc, the page appears properly, but then none of the links function. the site URL is [URL]there is a flash intro too, swf in question is actually at[URL]
I have this code below on this button that is inside of a movieclip. I just want this button to do is move the main timeline to a specific frame thats all.
[Code]...
I didnt put i a object name before the addeventlistener because I'm not sure what to put because if I put "this" the other buttons will bt controlled by this code and if i put "parent" only that button will work.
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.
I'm trying to have an animation occur on a timeline and not on Enter frame, so instead of it doing a continuous loop it just does the animation twice then stops. Currently this code is on the movie clip itself and I want to move it to the main as code line so it animates then stops.
I'm building up a site in flash CS4 using AS2.i have a movieclip that acts as a button where it displays severall other movie clips inside of it, for example mc1, mc2, mc3; I'm trying to set a value to a variable that tells me at the time the end user presses it which movieclip is playing.I've done this by adding: var cb = "sp"; on the first frame of each movieclips (mc1 stands for "sp"; mc2 stands for "te")
On the main movie clip, they are displayed sequentially, so on my perspective, when mc1 starts, the value of the variable cb should be set to sp. That way, when the user releases the mouse button, the timeline should move to the specified frame.Here's the code I have for the Mouse event:
bannermiddle.onRelease = function() { if (cb == sp) { bannermiddle.gotoAndStop(3);[code]........
I've had the trace to the code so I could see if the value is correctly set, but it keeps showing undefined...
I have a movie clip on the root timeline with 2 frames contained within it. I need the script to move the timeline to a different frame within this movie when a mouse moves over it. I pretty certain v2.0 action script would go something like:
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
I'm trying to think of an AddEventListener...When a timeline animation is playing, and it reaches a certain frame, in which the event listener would listen for.
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'd like to control MovieClip timeline witch contain several DisplayObject (like Sprite, Button, ...) these DisplayObject have Motion (AnimatorFactory). How can i do seek frame-by-frame the MovieClip Timeline and use the currentFrame to control all Motion child.
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 have a movie clip on the stage which contains 4 frames and i wanna call a function from for example frame number 4... Obviously i wanna call this function from the main timeline containing all the MC. How can i do that, i have been looking around but cannot find much...
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 a timeline that has some label frames at the very end of the timeline. During the timeline a user will hit a button on a frame and will jump to one of the label frames. On the label frame is another button that when clicked - returns the user to the previous frame. How do I make the movie return to frame 1 - without a button - but before it reaches the label frames? In other words, by simply reaching a certain frame in the movie, I want the timeline to go back to frame 1.
I have two movieclips on the same frame but on different layers located within the movieclip. The first movieclip plays just fine. However, the second one isn't going ahead even a single frame. The code that I have mentioned below is located withing the second movieclip containing background image. And I think this code is causing the issue because when I remove this it plays perfectly fine. The function of this code is to automatically re-size background image with the browser dimensions. The whole code just worked fine on the main timeline.However, when I shifted it inside a movieclip its causing an issue.
//set stage for FBF stage.align = "TL"; stage.scaleMode = "noScale";
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 would like to store the value from combobox or text area-MovieClip in MyClass and then I'd like to read this from another frame in *.fla file only this :) have you another code? what can I write in frame 2 Miclass and frame 3