Flash Professional :: Looping Specific Animation Sequence Layers Infinitely?
Feb 14, 2012
I am trying to seamlessly loop specific layers containing .swf or .flv movies infinitely, independent of other layers in the timeline.I have attempted to use the gotoAndPlay("x"); method, but the target layer always freezes on the last frame for about .5 seconds before executing the gotoAndPlay command. The only situation in which it doesn't freeze is when frame "x" is the first frame of the project.No other actionscript is being used anywhere else in this project
I have a background image of clouds behind a mask that tweens from left to right. When the image reaches it's end, I would like to start the image over again, so that it loops indefinitely.
Very often I see on the web many flash websites very amazing for their animation in flash. For example, in monster template you can see the paper's animation like that: http:[url].... Watch the BEST DESIGN STUDIO animation... These animations aren't made with flash, but with a software from which to export a swf file that contains a sequence of shapes.What is it? It seems to work in 3d, but the objects moved are always planes and not 3d models.
How do I infinitely loop an mp3 file in standing wave. I've tried LoopSource with SoundGenerators etc, but I've had no luck. I can find no usage examples in the documentation or online of someone looping anInfinitely mp3: var player:AudioPlayer = new AudioPlayer() const generator:SoundGenerator = new SoundGenerator(sound) source = new LoopSource(new AudioDescriptor(), generator) player.play(source)
how to get a movie clip to loop a specific number of times in Flash? I know how to stop a movie clip from looping by using the this.stop (); command by placing the command in a separate Action Script layer, in a keyframe, inside of the movie clip's timeline. This allows the movie clip to play through once and then stop. But I need for the movie clip to loop more than once, maybe 2 or 3 times, and then go back to the main timeline.
Also, is it possible to place a pause (I'm guessing, maybe by using a timer of some type?) between the loops, so that the movie will pause a couple of seconds before it loops again and then stop? Please note I do not need the movie clip to stop when there's an event like a rollover or anything. I just need it to play a couple of times, pause between plays and then stop and go back to the main timeline.
I'm fairly new to Flash and I'm not familiar with it's functions.The animation I made in Maya is in 2 parts. For The second part of the animation I want it to be looping. The first part no.
I am having problems getting animations to occur at all levels/layers. So I have the main timeline level and when I drill into that layer, I have a character made up of several graphic symbols - shapes such as arms, legs, torso, etc. When I create keyframes and then try to reposition symbols to create animation, the movement is not appearing at all levels. for instance, if the arm is by the side in frame one, then I go to frame five and drill down into the symbol and reposition, the timeline will show the change from frame 1 to frame five at that level/layer, but not on the main timeline for the entire character.
ive made a nice animation(tween)with a bubble ,but id like to import it into photoshop so the frames cane be on seperate layers.is there a way to do this?
I converted a short (96 frame) animation from QT to FLV format and I'm able to instance this onto the stage. How do you infinitely loop the animation? It executes through one iteration, and then stops.
I created an animation in which I'd like to continously loop the last 100 frames of 3 different layers ('baubles continuous' folder), how do I do that?
I'm a newbie to Flash. I have created a basic screensaver which has 8 different layers. 7 are hidden and 1 plays through as it is now. I was wondering if there is any way that on completing the timeline, it starts the timeline again and then shows the second layer and masks the 1st one. It would then do the same, masking the 2nd layer and showing the 3rd and so on.
I am trying to create some flash banner (looping animation). I have 1 stage timeline (100 frames) and several movieclips. I need to play 1 movieclip from frame 1 to frame 50. How can I do this? It plays again and again. If I add AS stop(); in the frame 50 of this mc (inside mc timeline), then this mc plays just once. When all movie is looping from the frame 1, this mc does not play.
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 am trying to import a simple, small PSD file with 8 layers to animate in flash. Once the file is imported, a lot of fuzzy pixel artifacts appear around the image instead of transparency.Is Flash able to use PSDs with transparent backgrounds?
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.
I load a variety of swfs using the swfLoader, but most of them just display a looping image sequence. Is there a better format to use for loading files like that? (such as flv or gif)
how to do a rotating flash animation for a client's website using CS4.Basically it is a "postcard" type image with four corners having four pictures, with one changing every 5 seconds. Each corner is hyperlinked to a section on their website.I've managed to figure out pretty much all of it using the great amount of tutorials on the web, however one issue has me stumped.At the end of the animation, it flips back to the start (which is the desired behaviour) for an instant but then it redirects to a different page (as if one of the quadrants had been clicked).
I am doing an animation. Before I start I draw a scheme of the final presentation. When I test I have the scheme layer always showing. Can I stop a specific layer to be exported to SWF?
I have a looping flash animation of three images that then goes to a screen with a url and an image that will be updated. Adding the image is fine but when it comes to loop back round on itself the image is still there. I have tried putting things like logo.removeMovieClip. Here is the code on the last frame for generating the links:
Code: stop(); onEnterFrame = function(){ if(end < 180){ end++; } if( end == 180){ end = 0; [Code] .....
I have multiple "Loader Components" placed in a grid that are working great for loading external JPEG's. However, when I publish my file the "Loader Components" load each image randomly (I assume because they load the smallest file in size first then next largest and so on). How do I load the content of multiple "Loader Components" in a specific sequence?
Here is the script I have so far: ////"Thumb1" is the instance name of the first "Loader Component" in the grid. Next is "Thumb2", then "Thumb3" and so on Thumb1.load() if (Thumb1.percentLoaded >= 1 ) { Thumb2.load();} if (Thumb2.percentLoaded >= 1) { Thumb3.load();} if (Thumb3.percentLoaded >= 1) { Thumb4.load();} if (Thumb4.percentLoaded >= 1) { Thumb5.load();}
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
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
I am trying to make an animation in which different layers (=images) come into the stage, then stay in place and other layers move in and stay as well. I have done 2 of the layers so far, converted them into movie clips, tweened them etc. When I run the cursor along the timeline, I see the desired result on the stage, ie everything comes in at the right time and stays in place. However, when I export it to view the film, only the first layer comes in, moves into place and stays there, and then nothing happens, ie the second layer never comes in.
I've tried everything I can think of, moving the layers around etc, and have deleted and redone the whole thing many times in an attempt to fix this, but I simply don't know what is wrong.
I have two flash files, the one Im editing and the original. I want to copy two perfect layers from the original and past them on the one im editing, but each time I copy, it only copies the image, cant copy the entire layer with the animation.
I've created several movement animations for my character, i've also created several weapons which i've made into symbols. Is there a way to have my weapon stay in a relative position to my character(hand), even during animations?
I want to load a flash animation in my webpage when a specific key is pressed. e.g: If i press "A", the page should display animation 1. If i press "B", the page should display animation 2 and likewise.