ActionScript 3.0 :: Movieclip Animation To Bitmap Conversion?
Feb 14, 2009How to convert a 10 frame long animation into bitmap form ?
View 1 RepliesHow to convert a 10 frame long animation into bitmap form ?
View 1 RepliesAfter reading some articles about increasing performance, I read that if you would cache your movieclip animation to a sequence of bitmaps, that this would be much faster. So after spending lots of hours I created a bitmap animation class that converts a movieclip to a bitmapanimation.When I completed it, and did a performance test with about 40 movieclips on a stage size of (1024x900) and set the frameRate to 100 fpsIt runned on 58 frames per second. (30 mb memory) But when I tested it without converting it to bitmaps by doing it the old and simple way of adding the movieclip dynamically on the stage withalso 40 movieclips, it runned even better (61 fps). (4mb) And it did not use so much memory as the bitmap approach was doing.
Then I thought perhaps I was doing something wrong with convertinh to Bitmaps, and found on the internet also a Bitmap Animation Class, and after testing this one, I got the same result. It seems to run faster if you don't convert it to a bitmap sequence.I only have experienced negative points, like slower framerates, using more memory, and the prerendering causes a calculation performance pause when compileing. (this is even with the fix to pass the already rendered frames of the movieclip to the next bitmap animatioin class) I am now confused of what is the best way of creating better pefromance when using the same movieclip animation (like 80 times at once).
I'm looking for a method or tool that allows me to make the following: import several bitmaps (pngs that are frames of an animation) convert each of those bitmaps to a sprite, put each sprite into an array in order (spriteArray_name.push[bmpSprite]). The array itself can be just exist as a static array in resource file. This isn't exactly a complex task, but I've got thousands of frames for different animations, and I really don't want to do this by hand.
I'm not an AIR programmer but, would that be a possible easy solution? It just seems like there would be an easy way to Batch this process. I'm currently using Flash Pro cs5.5 for the project. I am currently doing this at runtime, basically creating empty spites and drawing in the bmp data on the fly. But, its not going to work. I need to do this precompile (or during compile if that's possible).
I've included the full class called Navigation.as. The class basically draws navigation elements on screen and displays them onMouse over and out. What's also neat is that it actually "rotates" them onto the screen. Now I'm using a font called "Minx" which is a bitmap font. However when the rotation occurs the image quality and the text ends up looking *really* blurry. It appears others have noticed this issue: [URL]. The issue is thus that when Flash converts the MovieClip to bitmap it's perspective distorts the quality.
View 1 Repliesim trying to create a conversion utility that uses number input via calculator style buttons to generate conversion for the following distances:
-Miles to/from KM
-cm to/from mm
-binary to/from decimal
Now i was thinking of possibly having the options contained within an drop down and an input text field where the numbers are entered via the calculator buttons. The only thing im struggling with is how to perform the actual calculations on the different formats. Has anyone had to do anything similar in the past? Ive only found currency conversion examples and not sure how to apply that to these conversions.
We have some very complex animations that, for performance reasons, we want to have them be bitmaps at runtime..
For example, maybe i can write a jsfl script to copy each frame and paste it into a new .fla as a png instead of as vector art, but I haven't explored that option much.
I'm trying to script a mc (bitmap) with this script:
function animate()
{
updateAfterEvent();
[code]......
/*the point of this is to add a keyboardEvent to animate the image*/I am loading a bitmap image using this function:
var myLoader : Loader = new Loader();
var myURLRequest : URLRequest = new URLRequest("thesus.png");myLoader.load(myURLRequest);
function myOnComplete(event : Event) : Bitmap{ var loader : Loader =
[code].....
Im trying to make a function which will allow me to turn a detailed vector world map into a raster version so that animation which takes place around the map runs faster. I need it to be a function so that i can raster the graphic as needed and turn it back when i dont need it any more. Im using the following code but its not generating the raster version of the map when i hide the original movie clip..
Code:
function turnMapToImage() {
//
trace("turnMapToImage");
[code]....
I have an enemy movieclip.Inside that movieclip I have a motion tween so it moves around on the stage, then inside that movie clip I have an animation of his feet moving so it looks like he is walking as he moves across the stage. Also in that same animation of him walking is an image of him laying down and dying on frame 6.I just have the walking animation looping as the playhead gets to frame 5 so it won't show him dying.So what I want to know is how do I make it so when my hero shoots him with a bullet..the enemy goes to that dying image on frame 6 and stop.I can already make it so the bullet will kill an enemy if it is just movieclip>inside movieclip.But I don't know how to make the code communicate to make it work when its movieclip>inside movieclip>then inside that movieclip.
View 2 RepliesMy 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.
View 0 RepliesIf I have a MovieClip, containing several MovieClips inside, how can I convert this scene to Bitmap, without converting every element individually?
View 2 Repliesin a game i am doing i have a class called "player" extending MovieClip.this Player MovieClip has multiple frames with animations in it.for example a MovieClip "Walk-right" on frame 2.this walkcycle clip now contains also some sprites/movieclipsone of these i have to colorize in every frame of the walkcycle according to the players color.how can i achieve this?in as1/as2 i used something like: this.clr.setGRB(_parent._parent.myclr)is there a way or do i have to think differently about the way i have to display the animations?
View 0 RepliesI am working on a project in which I am suppose to maintain an array of movieclips, and I can also convert the movieclips into bitmap data. so I would like to know which one is the best to use either maintaining movieclip array or bitmap data array .
View 4 RepliesI am wokring on a movie and I want to tile a movieclip instead of a bitmap in AS3. I have figured out masking and the bitmap tiling in AS3, but am still encountering trouble finding a good solution for simply tiling an MC symbol across a set width and height in AS3.
View 7 Repliesway to turn a movieclip with a complex shape into a bitmap so I can do a BitmapData.hitTestseeing what are the non transparent pixels colliding between two bitmaps?his is about a complex hitTest. (Yes I didnt finished yet )Im trying to make two movieips turn into two bitmaps so I can realize if theres a way tosee if one of the first bitmapīs non transparent pixel is colliding with the second bitmapīs non transparent pixel
View 16 RepliesI am having ongoing issue with using addChild(). Everything else works. The code below now loads all thirty five images and the addChild command is used directly on the Bitmap in initHandler in the ButtonClass.as excerpt below. Now I commented out the line that I was going to use to add these Bitmaps as children of the MovieClip in placeThumbnail function in the FLA. So I believe the only problem I have left is finding a way to get the Bitmaps to be children of the correct MC //This code excerpt is from ButtonClass.as
public function imgLoad(buttonMC:MovieClip) {
imgLoader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, finished_loading);
imgLoader.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
var link=buttonMC.entry_thumbnail;
[Code] .....
I'm trying to add a bitmap to a movie clip in code. However, I'm having trouble getting the bitmap location to go where I want it because it's inside the movieclip and it just shows up at 0,0 of the movieclip instead of the coordinates I want it to be: Here's some of code so you can see what I mean:
imageBitmapData3 = new Lander(63, 53);
_player = new Bitmap(imageBitmapData3);
_gameLevel.addChild(_player);_player.x = 145;_player.y = 90;
-Instead of showing up at 145, 90 It just shows up at the movieclip, _gamelevel, 0,0.
how I could get it to do what I want it to do? I want to add it inside the mc because I need everything to move with the _gameLevel background when I move it.
This work:
var a:BitmapData = new BitmapData(640,480);
var b:Bitmap = new Bitmap(a);
a.draw(movieClip);
[Code].....
How can I draw in my Bitmap just the visible part of a MovieClip that uses mask?
I am building a design your own jewelry, program for a jewelry company. what I want to do in theory is..
after the user finishes, convert the jewelry_mc into a Bitmap, send the bitmapdata byte array to PHP, then on the php side turn the Byte array back into an actual image and mail it in the confirmation page to the user.
I am sure im not the first to want to email an image dynamically created in flash before?
I'm loading bitmaps dynamically using AS3 and I'd like to fit/tile them within a movieclip. (like a texture but in 2D)
However, my movieclip is not rectangular and everything I tried resulted in the texture getting out of the boundaries of my movieclip and being displayed as a big rectangle.
I am trying to replace bitmap with movie clip. I got panorama viewer where bitmap is inserted, I would like to replace with MovieClip, this is the code in AS:
ActionScript Code:
import panbox360.PanBox360Component;
var panbox360:PanBox360Component = new PanBox360Component(stage.stageWidth, stage.stageHeight);
panbox360.data = new Lake2(0,0);
[code]...
when i make movieclip using bitmap and make class from that movie clip with name Lake2, and press ctrl+enter I have 2 errors:
1. Scene 1, Layer 'Layer 1', Frame 2, Line 41136: Incorrect number of arguments. Expected 0.
2. Scene 1, Layer 'Layer 1', Frame 2, Line 41067: Implicit coercion of a value of type Lake2 to an unrelated type flash.display:BitmapData.
how can i replace this bitmap and use movieclip instead?
var myBitmapData:BitmapData = new BitmapData (612, 792);
myBitmapData.draw(STData_mc);
bm = new Bitmap();
bm.bitmapData = myBitmapData;
stage.addChild (bm);
these are my code. I have a movieclip named STData_mc, first I want to use var myBitmapData:BitmapData = new BitmapData (STData_mc.width, STData_mc.height); but it bring me an error. so I changed like this. but this is ok. Finally, when I add "bm" to the stage, there is nothing, just a white space.
The commented area, "This is the Line", in the below code could easily be BlankMovieClip.addChild(imageLoader). However, then all my bitmaps would be in the same container, and I need each one to have an individual name so I can modify their properties. The amount of imported bitmaps will vary, so it all has to be very flexible
Code:
xmlLoader.load(new URLRequest("materials.xml"));
xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded);
[code]....
I want to render a movieclip into a bitmap, and then chop the bitmap up into pieces (a grid). Ultimately I want this to result in an explosion but right now I'm working through the code that creates the grid of bitmaps. The test movieclip I created is a square with some straight lines and swirly colors, in order to make it really obvious whether I'm rendering the bitmaps accurately. I'm working just in the Flash IDE, and my movieclip (mc) is in the Library.
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Which is the best way to colorize MovieClip using Bitmap?
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The event is MouseEvent. The target is MovieClip containing loaded image. Is this a good practice? I think that it is not, because it depends what kind of picture I load and sometimes the effect is not complete. Which is the best way to colorize image from bitmap pattern?
I have an movieclip on stage, and its' instance name is called "mc_mask".In my actionscript, I will create a bitmap that will be added to stage with addChild(). How do I add the bitmap behide the mc_mask?
View 8 RepliesI am developing a Paint Application is AS3. What I am trying is to basically mimick the MS Paint. I am using vector graphics to implement tools like pencil,line,curve and bitmap to implement bucket tool,spray and eraser. But I faced a problem. While its possible to draw bitmap over vector its not possible to draw vector over bitmap if every drawing is in the same layer.
So the idea that I have is to make it into two layers
Top layer where the vector drawing is done.
In the bottom layer layer after each vector drawing on MOUSE_UP a bitmap copy of the top layer is made and kept on the bottom layer. Keep the top layer fully transparent so that bottom layer is always visible.
Things like flood-fill(bucket tool), spray and eraser will be directly applied to bottom layer.
After each vector is drawn on MOUSE_UP the top layer will be cleared but everything will be visible because it has been re created in the bottom layer and the top layer is full transparent.
My questions are: Is there any flaw in my logic. How to make a bitmap copy of the movie clip on top. I tried but maybe I am stupid it does not work. The name of the MovieClips are topLayer_mc and bottomLayer_mc. What is need to have is to have a function to create a bitmap copy of topLayer_mc on every MOUSE_UP of pencil,line and add it to bottomLayer_mc. I mean create a bitmap copy of topLayer_mc on every MOUSE_UP of pencil, line and add it to bottomLayer_mc. A function will do.
But now the tracks are objects in an array, that will grow larger and larger (and slow down the game over time). How can I paint them on the level bitmap? And how to reload the bitmap when you restart?Have searched for an answer for days but have not found one.I know how to combine a bitmap and add it to the stage, but not how to replace it in the movie clip object:
var newLevel:BitmapData = new BitmapData(grassLevel.width, grassLevel.height);
var newDebree:BitmapData = new BitmapData(debree.width, debree.height);
newLevel.draw(grassLevel);
[code]......
This is my first question here :D, first sorry about my english. My question is basically how can i save a flash Movie Clip to FLV. The Movie Clip is generated by users and it has various sounds and animations and i need to save an FLV to send it to Youtbue. What have I tried: I found some question here about using an Alchemy Lib that I am using to grab the Movie Clip frame to frame and save it to Bitmap. The Alchemy Lib converts those frames to FLV like a charm and supports saving chunks of sound using ByteArray.
In this situation my Problem is, how can i grab the sound of Movie Clip to send it to Alchemy Lib? Iīve tried using:SoundMixer.computeSpectrum(sndData, false, 2); Witch returns me a byteArray in sndData variable but is useless since itīs used for render Audio Wave forms on screen. Thougth aboud using Sound.extract(); but i believe the sound class is used only for one MP3 sound and I need to grab the mixed sounds generated by Movie Clip.
[Code]...