ActionScript 3.0 :: Timeline Bar Won't Adjust To View Frames?
Jul 13, 2009
I don't know if there is a setting but all I see for my timeline is my layer names. It appears that I can drag the bar from between the frames and the layer names but when I do the bar does not move to adjust and view the frames... has this happened to anyone else?
I don't know what is happening.... I can't even find a reset tools button that might just reset all the window panels to their original settings.
I don't know what I did while working in a CS3 Flash document, but I cannot view the frames up in my timline bar. All I can see is the layers there - they take up the whole area and when I try to grab and drag the timeline to shorten the layers nothing happens. I must have hit something by accident
How can I drag the key frames back within each of the layers below so that they all end on the final scene. Currently when I hit play, the clip runs till the last key frame and the other layers that don't run that length disappear. How can I best fix this?
how many of you use scenes to get your projects done. I've been switching to a different scene for every new angle (I'm making a flash movie, drawing somewhat 3D perspective, and storyboarding it out like a movie.) I find it makes it easier to organize the timeline, and not take up as many frames per timeline. Are there any downfalls to this method? Because I'm early on in the production, and if there's going to be any problems down the road I'd like to know before I get too involved.
is it possible to view the whole timeline at once. I can see about 200 frames when the option is set to "tiny" but say I wanted to see 2000 frames all at once is that possible?
I want to do something like this (Dell home page):[URL]
(But I want the cycling to stop on the selected screen once a button has been clicked.)
It can either cycle continually through the screens (I need 9 of them), or it can cycle once & then stop on the last one.
At this point, I don't really care *sigh*
I can make a movie based on this technique
[URL] (What a PITA to be unable to post links!)
that lets me jump to various sections of the timeline when buttons are clicked, and I can make the entire timeline run & then stop (or repeat), but I can't combine the two.
I am looking for an easy way to count how many frames I currently have selected in the timeline. I know I can do the math using the numbers at the top of the timeline, but I want something quicker and easier.
I am looking for an actionscript that will go to a certain frame in the timeline, play several frames and then jump to another frame in the timeline. Basically, I want to use this on several different buttons that use the same animation sequence to get to another part of the timeline.
The following is a scenario, but not script: Buttons A and B are on Frame 1. Animation is on Frames 2-20: When Button A is pressed, go to Frame 2. Play Frames 2-20, then go to Frame 21. When Button B is pressed, go to Frame 2. Play Frames 2-20, then go to Frame 22. I am currently doing this in a different way.
Buttons A and B are on Frame 1. Animations for Buttons A and B are the same, but are located on different frames. Animations for Button A would be on Frames 2-20. Animations for Button B would be on Frames 21-39. So... When Button A is pressed, go to Frame 2. Play Frames 2-20 and stop on Frame 20. When Button B is pressed, go to Frame 21. Play frames 21-39 and stop on Frame 39.
Do I have to create this extra timeline? Can I just put the animation in a separate movie? How can I play the movie and then connect each button to different parts of the timeline after the movie ends?
I'm using Flash CS4 and I have to trim a .fla file down. I can delete the end frames no problem, but the first 600 frames that I have to remove are proving to be a nightmare. When I use the select>right-click>delete method it doesn't remove these frames, instead it removes the corresponding amount of frames from the end.
I don't know what I did but the timeline with the frames and numbers on the top? disappeared and I've tried to get it back restarting etc, but don't know what else to do?
I have a bunch of movieclips in my library. Each one contains it's own class and functions etc.I put each of these movieclips on diffrent frames in my timeline.My question was, if I am going to put these movieclips, on 2 or 3 frames on my timeline what will be the impact on speed of application (in mobile afcourse).For example MovieClip2 will be put on frames 2,3 and 6.It has 300 lines of code. Is the impact noticable ?
i dont want to include first 2 frames when this runs..and also is there any way by which we can avoid repeatation of the framescoz when this runs couple of time same frame gets Repeated:Following is a code:
var randomFrame; var numFrames; numFrames = _totalframes;
I am having some trouble using Action script to access Instances on a timeline. Lets say that I have a MovieClip in my library that has three frames (frame number 1, 2 and 3) and each frame has sprite with the instance name IMAGE (each sprite is an instance of a different library object.) The MovieClip has the linkage name ThreeFrameClip. I can create an instance of this MovieClip like this:
Var MyClip:MovieClip = new ThreeFrameClip();
I now want to make all of the sprites invisible. How do I do this? Is there a way to access each frame using an array like this:
I have imported a few animated GIF's in flash. Each has a whole lot of frames. I am running the FPS at 35, and it obviously means that the GIF frames will speed up/slow down depending on how fast the FPS is. That is great, but is there a nice little trick to spread the frames out, without having to edit the MC and highlight a bunch of frames, and spread them out? I also attached a screenshot of me highlighting all the frames, preparing to move them over by one to spread out the frames. The first few frames are spread out already as you can see
Basically the problem is that the flash player skips my frames for some reason!Problem: calling gotoAndPlay("label"), and once flash gets to that label, it does play, but it does not reach the trace action at the end of the timeline, although it reaches the end of the timeline and loops to the beginning as far as the visible artwork is concerned. There is no stop actions involved in between the gotoAndPlay and the trace action.If I reproduce this in a simpler environment I do not get the error. In the file I am using a few of my own simple external classes, and the as2 EventDispatcher, and caurina Tweener.
Okay, so I've got a happy little movie that shows an atom diagram. Every seven frames shows an electron popping up in the ring around the nucleus. This is all contained in a movie clip. I want a button that when pressed, tells the movie clip with the atom to advance the seven frames ( making an electron pop up ) and then stop. The same button if pressed again, will advance the movie clip an additional seven frames ( thus adding another electron ).
I've looked around quite a bit but haven't found a solution that will work for me. Also, I am working in AS2. (if you're feeling especially helpful, do you also know how to do the same but in reverse? I've found how to play movie clips in reverse, but not for a certain frame interval.)
I am new to AS3 and was doing a little bit of research before diving in. I wish I could just create external swfs to load with each button, but the CMS system that I am uploading to won't allow it~ so I HAVE to make the thing into one swf, but the file size is too large. Is it possible to make a button that loads only a few frames within the timelime? and the next button will load another few? this is what i found and it says i can't:[URL]
Decided to stick with AS2.0, i've got buttons that are working great, linking to certain frames in my timeline etc. The only problem I'm having is after they have been clicked and gone to their respected frame, they remain clicked. This is my code for each button
[Code]...
Could this be something in my code or something in the timeline i've possibly done wrong?
I have 6 frames on the main timeline each with a different movieclip. Is it possible that when one movie clips finishes running it will go to he next frame on the maintime line and run the next movieclip on the next frame with AS3?
I have a movieclip in which I show pictures. Each picture was 1 frame long, so my button (mc) to go ahead to the next picture had the following script:
Now I've changed the timeline so that each picture is 24 frames long. By reading some posts I've found this code:
gotoAndStop(_currentframe+5);
Still I don't manage to go ahead 24 frames. Does anyone know how I can change the first code to go ahead 24 frames, or even better, to the next keyframe?
I am fairly new to flash and I have been trying to make a product demo. Basically I want some text to fade in and then some pictures to show up one by one and then disappear and then some new text fades in etc. This is to talk about a product and show various parts of it as the text on the screen is discussing those parts of the product. My question is what the preferred way of doing this is. Here are the options I can think of.
Approach 1) Put all animation in the main timeline. All text tweens take place on frames in the main timeline. Approach 2) Put the text fade-in tweens in a movie clip and put that on the main timeline.
I have tried both these approaches but neither one has been working for me for the following reason.
Approach 1) Makes timeline very long and unwieldy. If one thing changes, it shifts everything over and messes up my whole timeline. Hard to manage. Approach 2) If I have a stop(); on the main timeline, my animation stops in mid fade. In cases where I don't have a stop, I can't figure out how to do a series of objects fading in one after another. Is there a way to check if a movieclip has finished and only go to the next frame if it has finished? How do I get a series of clips to play one after another when I am running them as seperate movieclips off the main timeline.
Well, just as the subject line implies, I need to duplicate frames within one of my movie clips, at runtime. Nothin' fancy, just take the frame that's already in the movie clip, and make a second frame identical to the first one, also within the movie clip. I'm using AS2.0, Flash 9. Here's what I'm currently trying (this code is on the main timeline, which also contains the movie clip in question):
with (this.scoreCardPage) { fl.getDocumentDOM().getTimeline().copyFrames(); fl.getDocumentDOM().getTimeline().pasteFrames(_root.curPage);}
"scoreCardPage" is the name of the movie clip, "curPage" is the variable indicating the point on the movie clip's timeline where the copied frame should be pasted. I haven't done runtime timeline manipulation before. Anyway, the code, she no a-work. When I run, my movie clip maintains only the frame that I built it with, and does not gain any more. Internet searches pertaining to the inner workings of runtime copying and pasting of frames have been gloriously unproductive.
I'm dynamically loading a file that will indicate when to show certain words at certain frames. However, I'm having trouble with the concept of timeline control from ActionScript (I'm building everything programmatically in Flash Builder). Let's say my tuples has frame and word: 5, "duck" 13, "cow" 22, "pig"
There is a sprite associated with each. What I would like to do is something like the following: for (frame in timeline) { //should iterate from frame 0-22 (last frame in list) if (frame in list) { list[frame].alpha = 0; }}
I already know that my display of sprites works and whatnot, I'm just confused on how to play through the timeline in this kind of way, or if it's possible to dynamically do this. Related, can I control how fast the timeline plays? To give a more thorough explanation, I'm looking to visualize word appearances over time in a text. So "duck" may appear as the 5th word in a corpus, "cow" as the 13th word, etc. My list contains tuples of word positions (unique) and the word that appears at that position.
I have a small selection of words that I'm interested in from the corpus, so not every position is represented. I would like to be able to have a SWF movies that essentially starts at the beginning of the corpus, go through my word list in order of appearance in the corpus, and then display the word (and have it fade out). So, if there's a word at position 5 and 10, then should appear in much more rapid succession than if there's a word at position 15, and the next one doesn't appear until 50. Basically, I would like to keep that temporal component.
I'm designing a website which has one main MC in the timeline. This main MC totals about 650 frames with text and pictures for each page (65 pages). This when published into a .swf, was 172KB. However, the download time was huge, almost 45 seconds. The intro page works fine, which I then use a loadMovie to bring in the main .swf with navigation bar, etc. So, I took this large .swf and split it into 3 smaller .swf's, 50, 111 and 85KB, for each. Now when live online, this too, seems too large and almost 30 seconds to download. Can I optimize in any way or should I just again split the 3 movies into maybe, 5 movies? What is the 'best' size for each .swf that will be published online? You can see the link yourself at [URL].