ActionScript 3.0 :: Using CallAction In A Sequence?
Dec 23, 2010
trying to use a CallAction in a Sequence?the effect I want is to rotate a shape on the Y-Axis while fading the shape to invisible...then adding a new shape with alpha at 0...then un-fading the new shape to visible...then stopping the spin...
so...I'm creating a Sequence, adding a Parallel, then a CallAction, and then another Parallel...seems like the elements in the Sequence should run one at a time, in a serial fashion, in that order they were added to the sequence...but the CallAction always runs before the first Parallel completes.why is the CallAction running out of order?
how to swap to a new keyframe from a animated sequence. I'll try to explain clearer if I can. I have a button that when clicked on an animated sequence starts and the panel slides along which is fine but I can't seem to click on the back button to start a reversed sequence - I want it to slide back to the start page... so the user can click back and forth.
I've uploaded an example - squidgeye....co....uk if you click on the 'hello' button then click the arrow the sequence starts - I got the back button to have a slight colour change when the mouse goes over but that's it! I'm now stumped... and it's really annoying! I have the initial page on keyframe 1, then the animated slide on keyframe 2 - I was trying to put the reverse animated slide on keyframe 3.... but I'm now confused... I'm sure there was a better way but I'm a total newbie
I have a peice of video that I exported as a swf from after effects. Now that i've imoprted it into flash it's broken down into a squence of images. The problem is I need to move the video (Pics) but obviuosly I can only move 1 image at a time and that's a real pain as there is nearly 80 of them. I really need a way of moving all of them at the same time. Highlighting all the frames and moving them doesn't work.
I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
I'm doing a presentation where it loads different swf files in sequence. I already have a holder with width = 819, height = 614. Right now, I'm loading 1024x768 swf files in it.
This is the code in use: loadMovie("movie1.swf", holder); holder._width = 819; holder._height = 614;
The swf file is loading in the correct position, but when I test play it, the first one [movie1.swf] loads and plays in it's original size [1024x768], then the following one [movie2.swf] loads and plays the way I want it [819x614]... Then when the whole movie loops again, now, the first one [movie1.swf] plays the way I want it to.
How can I create animation in sequence? As soon as one motion ends, how can I get a second motion to begin? I would like to make item 1 move and then item 2 move. etc, while item 1 disappears or remains stationary.0
Let's say I have 2 buttons at the beginning and 2 different endings, but same sequence in the middle, how can I click on button 1 > same middle > ending 1 ; as well as button 1 > same middle > ending 2. Surely I know I can do it by duplicating frames, however it seems not right if I have more buttons and more endings.
From some reason when I'm importing a PNG sequence onto stage, it's loading all of the PNGs into one frame instead of distributing them into their own keyframes like it's supposed to. I've seen this problem posted before. Anybody have a solution for this? I've also seen that people have posted that Flash CS3 HATES After Effects PNGs....how bizarre....I'm starting to figure that out.
Let say, I am loading xml file. And I have done addEventListener for Event.Complet. while xml is loaded, After completion of complete event, I declare I passed value to my attribute but it does not show in. E.g.: ....this is a class main var keyword:KeyWord = new KeyWord();
I've been working with AS3. The crux of the problem is that before I run a function I need to know that certain conditions have been met, for example loading my config.xml and putting it into a class variable. Where I run into trouble is that URLLoader is async so I can't put code after the load, the only thing I can do is put it in a lambda on the listener.
var conf:Object = new Object(); var ldr:URLLoader = new URLLoader(); ldr.addEventListener(Event.COMPLETE, geoLoader, false, 0, true); ldr.load(new URLRequest("[URL]")); function geoLoader (e:Event):void { [Code] .....
This worked great for short bits of code, but I've got a bunch of functions that are relying on huge amounts of preconditions (this pollutes the namespace if I use the first method) or functions that rely on one bit of the stack (which means that I can't use the second method even though it's slightly more obvious to me). So, my question is: How do flash professionals handle preconditions? I'm trying to find a solution that allows tons of preconditions as well as a solution that allows different orders of preconditions or just a few preconditions from a group.
the problem is that it works fine when I export it to swf but when i export it exe format It does not play the first swf and instead directly plays the second swf.
I'm making a menu. It consist of three mc's (btn1, btn2 and btn3) and two squares The two squares rescale horizontal in different directions depending on the button that is presses. When the squares come to an hold there is a little gap between them underneath the button that was presses and the button is going 20 pixels down into that gap. Below is the code I have used:
And that is where I have problems. Point one when I don't know how to integrate a if (if used) in the button event, so everything is going to move at the same time(btn2 already moves before the squares are in place and the squares are already moving before btn1 is back up again) and secondly the way I have it now btn1 is indeed moving back up again, but after that its up it also going back down again.
I have a main movie with 12 buttons (numbered 1-12), each button loads the relevant swf into a blank 'content' MC on the main stage.I also need to have 1 button called 'start' which plays whichever swf is due next. ie; if you are on swf no. 3 pressing start will load swf no. 4. I guess a simple way would be to have the 'start' button tell the 'content' movie to go to a certain frame which has an action on it to load whichever movie is next... ?
I am coding a pretty simple photoslide that gets jpgs from an XML-file and tweens between them. Everything is working well, Flash finds the files and goes through them all. The problem I have is that I want to load them in sequence for the people who don't have fast connections. Right now he loads them all at the same time, which seems pretty unnecessary. I need some way to tell him "if nextpicture is loaded, then tweenToNext()". First I load the XML, then I go to frame 2 where the tweening starts. This is how I load the pictures:
Code:
stop(); function createSlide(pics_xml) { var picArray:Array = pics_xml.firstChild.firstChild.childNodes;
I want to create a preloader that plays a video frame-by-frame in sequence according to the percentage of the total bytes loaded.in short, if the swf has loaded 25%, then it should show the video at frame 25 or at 25% the project; I want an image of my 3d model to start off as appearing to be hand drawn 2D, then transition into a full color 3D image as the swf loads.
Since my background is in 3D, not web design, I only have a basic grasp on Action scripting, so I tried to modify other code snippets with disastrous results, and most of the time, no results.It doesn't make a difference to me whether the video would be encapsulated in a movie-clip or if its just embedded in the time line, whatever is easier to do.
I am trying to implement a 3D rotation using image sequence for a project, basically like this [URL]..I found a couple of flash components for this which uses xml to load the sequence of images, but I am not able to add those hot spots which move along with the object.
I have a main movie with 12 buttons (numbered 1-12), each button loads the relevant swf into a blank 'content' MC on the main stage.
I also need to have 1 button called 'start' which plays whichever swf is due next. ie; if you are on swf no. 3 pressing start will load swf no. 4.
How do I do this, what do I need to look into?
I guess a simple way would be to have the 'start' button tell the 'content' movie to go to a certain frame which has an action on it to load whichever movie is next...
I'm designing a battery of online psychological tests. Each test is created on its own swf file. What I need is help coding a main parent file that will load and unload each of these child swfs in sequence.So, when the main site is first visited, the parent loads "test1.swf" as a child swf. Then, when the user clicks a "finished" button in the "test1.swf" child, the parent unloads "test1.swf" and loads "test2.swf". An important point is that the child must be unloaded completely, as we're dealing with large video files that can't remain in the active memory without causing problems.
Here's an easy question for any actionscript expert: how would you load 200+ BMP images and play them frame by frame ?I have a short animation consisting of about 200 BMP files. I would like to turn it into an SWF. With all 200 of them in the Library, I'm trying to figure out the best way of loading each frame one by one so we can turn this series of frames into an SWF. Without actionscript, you could add them all to the stage, distribute them to layers, then arduously create keyframes one by one for each layer until you have done all 200.
I have 3 flv and wanna to play them in sequence.This is the script I wrote for one flv
var my_nc:NetConnection =new NetConnection(); my_nc.connect(null); var my_ns=new NetStream(my_nc); my_video.attachNetStream(my_ns); my_ns.play("v1.flv");
How to write in order to play them sequence rather than edit them in AfterEffect?
I typically try and stay away from adding a flash animation that has 3 static text links to a Dreamweaver html file but my client requested it. Basically, I have this flash animation as an swf file and need to have 3 links inside the swf file open to a page below.Please see the way my site is structured below. I am not sure if I need to edit the links more in flash with more action script code or if there is an easy way to integrate it. I was thinking of basically having the animation play and then load to a second scene with a png and links inside of it but I would prefer to learn how to do this in code or within the flash file.
Also, when I try and use a static text link it won't recognize what I have below as an actual link. Does anyone know what the proper format to write a link in flash is so it will pull a div box to load below? I guess the formatting in link (see the chain icon text) is an unrecognized protocol and I am used to the Dreamweaver formatting of links.
I would like a lightweight script that loops through an array, counting down to the next item in the array (over and over again).
Code:
countdown_dur = new Array ( [1,20,2,20,6] );
It would be perfect if this series of countdowns could repeat until the day is then done, and then start over again at 6:29AM the following day.[edit] The countdown_dur array holds the time (in minutes) for each countdown before the next begins.
and I have this problem: i am currently trying to create a 720p movie consisting of 738 single JPG pictures; 6 frames/second. Each picture has 204 KB, all the pictures together add up to 226 MB.Yet still, Flash is crashing (due to memory overload?) once I have loaded like 100 pictures of my sequence... I loaded 90 pictures and tried exporting it as a small AVI-movie, but even that made Flash crash. I checked the Windows task manager, and I saw that even with only 90 pictures loaded, Flash already takes up 1,6 GB of my RAM.Is there a way making Flash save those pictures not on the memory, but on the disk, in a temporary folder or something? I wouldn't care if it takes way longer.
I'm trying to build a slideshow that has a lot of images, all broken apart into smaller sections, that I want to load sequentially so that while the first set of images scrolls across the stage the second set is loading, then the third, and so on.
I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
Is there an easy way to reuse a keyframe sequence? I have two characters that will animate the same. I want to animate the first, and then transfer all those moves to the next character.
Now I'd like to add duplicates of the thumbs so as to appear like a reflection. Created another loader and loaded each file again. (Tried "ldr2.content=ldr1.content" and many other versions of that statement to try and set the second loader's content to be the same as the first's, but could not get anything to work. So I had to resort to loading the thumbs again.)
Did that. Still so far, so good. Even used the "rotationX=180" trick you guys showed me to flip the photos. Set the ldr2's "y" to "ldr1.y - event.target.content.height" I learned from yous as well. Got that working and now have two rows of photo thumbnails. Just looking forward to applying a mask (something else you guys showed me) to make the reflection fade real nice.
HOWEVER, at run time, it loads the photos into the two rows of loaders in a different sequence. They're displayed OK, and it would work except for the fact that the second row of photos, the ones rotated 180 degrees along their X-axes - the "reflections" - are not in the same order as the first row.
how to control the order in which the XML file is loaded so that both rows of photos (thumbs, actually) match up? Do some things just load faster and appear random even though the same XML file is being used?
outputting a .png sequence, what is the best way? I've had no problem when my animation is in the root timeline. I use the export Movie command and it gives me what I want. But when I have a movie clip, with animation inside of it, and I output a .png sequence in the same way, it doesn't output the sequence of animation from inside the movie ciip, it just gives me a still frame of the symbol on all 35 frames. Is there a better way to export it when the animation is inside of a symbol??