To cut a long story short, i'm learning flash in order to get a job in 2d interface design. I had some basic knowledge of the software prior to this, but i needed to further my animation to compliment my design skills, so bear in mind that this is my first major flash project. So far, everything was going well, and i was managing to achieve my vision so to speak, but i have hit a brick wall with this problem. The interface starts with three menu options, single player, multiplayer & settings; each staggered behind and to the right of the last. However the transition i have made between them (basic motion tween with blur filters changing slightly) stutters everytime.
I have uploaded the animation here so you can see for yourself. Also, here is a screenshot of the timeline for the first transition: It does it a little bit in the scaled down version, but if you view it full screen it really slows down. Also, if anyone can be bothered to wait through the slow stuff to see the animation that works
I have a nice, small animation in a header I've made for a website that looks very crisp and clean in flash, but when I upload it onto my website or preview it in a browser the framerate is lower than how I designed it.
I have a Flash animation of the Yin Yang symbol that is rotating clockwise in a circle. The image is rotating a bit fast for my project. Could someone tell me how to go about slowing down the animation so that it does not spin so fast? I am currently using CS3.
I have a 3D animation done with swift3D and imported in flash. If i don;t scale it, works fine... but if i do (to fit the page - full screen), the framerate drops like a brick.
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 am making a flash demo and have a bunch of different sections / categories that the movie will need to navigate to. I created a similar demo previously and used different "scenes" to keep track and organize the different categories. Should i keep using scenes to navigate to or is there a better, more professional way to do my movie?Also, where could i find more information on properly organizing and setting up my flash files? ie: naming conventions, etc.
I believe in CS3 it was possible to place a bitmap at a keyframe, then create a later keyframe, and break that bitmap up and move the sections. Then, create a motion tween to animate the peices flying apart (or back together).In CS4, this doesn't seem possible--anything I do combines the broken up bitmap into a single entitiy, rendering any tweening useless. Both Motion and Classic tweening seem incapable of such a simple task. (Shape tweening animates the peices, of course, but loses their individual shapes in the process, resulting in a mess).take a bitmap photo or a drawn rectangle or oval, and using tweening to animate it breaking apart?
i am trying to make a preloaded that stops on frames depending on how much is loaded, i want it to stay on frame 1 if 24% or less of the movies is loaded and for every 25% i want it to it to move forward a frame,so far i have done thus,
var bytes = _root.getBytesTotal(); var bytes_loaded = _root.getBytesLoaded(); if (bytes / bytes_loaded >= .25) { _root.gotoAndPlay(2); } else { _root.gottoAndStop(1); }
The site has 6 pages: home, contents, contact, about, showreel, corporate. I have a panoramic photograph as a background across all my pages. When a button,such as contact, is clicked the timeline is enabled and scrolls across the panoramic to the 'contact' area of the photograph.I have a few questions relating to how I can achieve this. 1.) On my actions layer I have this code on frame one: stop(); enter_site_btn.addEventListener(MouseEvent.CLICK, buttonCLicked); function buttonClicked (event:MouseEvent):void { play(); } So when you mouseClick the timeline plays and goes to the next stop point on the timeline which is the contents section. On the contents page are the buttons which lead to the other sections. So far I have this code: stop(); about.btn.addEventListener (MouseEvent.CLICK,buttonCLicked) corporate.btn.addEventListener
Each of the buttons work, but I want the timeline to play and go to the page which corresponds to the button which is clicked, not just to play the timeline until the next stop point. Is there a code which would enable the timeline to play and go to the correct section, and not just roll without a target? 2.) I also want to be able to write a code which enables the timeline to move to any section in the same amount of time. What I mean by this is that if it takes 2 seconds (48 frames) to go from the first section to the second section, I also want it to take 2 seconds to go from the second section to the sixth section (240 frames)
Flash CS4 has a feature where a tween can have more than two keyframes. If a tween has three keyframes, then changing keyframe 2 will affect the motion from keyframes 1 to 2 as well as the motion from keyframes 2 to 3. This is a very cool feature.
But there's one problem: I can only figure out how to apply an ease to the entire tween, not to the motion between two keyframes. Do you know how I can apply one ease to the motion between keyframes 1 and 2, and a different ease (or the same one a second time) to the motion between keyframes 2 and 3?
I've had two ideas so far for getting the same result:
1) Make a custom ease that includes all the eases I want. I find this too cumbersome and imprecise, unless there's a way to copy an existing curve into the space between two keyframes of a second curve (without replacing the whole second curve).
2) Split the tween at each keyframe. But then every time I want to adjust keyframe 2 I have to do it twice, and sometimes the break ends up jerking slightly. I'd really rather keep keyframe 2 a shared keyframe.
I am creating a website with different sections (home, portfolio... - each of them has a full-screen looped video as a background)I made a separated .swf for each section in order to reduce their size.I just need to know how can I connect these .swf in order to navigate from one section to any other in the website.What would be the easiest way to do so?Is there a way to do it using the available Actions/code snippets included in Flash CS5?
I fully understood the smooth transitions tut but I also need to make sub-sections within each section. Do I need to to make a new container mc on the section to pull up the subsection? Must I remove the (_root) to place it on a level? I have the source files to demonstrate what I tried doing. Section 1 has a button that needs to go to "sub_section1.swf".[URL]..
I have taken this script from a tutorial which uses a scrollbar and buttons to control a number of sections created by an array. I have an empty movie clip called 'content_mc' on the main stage, linked to which is a movie clip with the identifier 'section'. The tutorial doesn't explain and I can't figure out how to actually add different content into the 5 sections.
Is there anything else besides high cpu usage that would cause the framerate of a swf to lag?I'm working on a game that is set to 60fps so the animations are super smooth, and I am on good, fast computer so even with tons of animations going my cpu usage never goes above 14% usage, and only about 1% of the systems memory is used.
I am using a single FLV file. On the player interface in addition to play/pause and stop, I have a number of chapter buttons, which I have successfully pointed to the corresponding points in the FLV file. I need to find a way to capture and hold the relevant start and stop times of each of these chapters so that when I am in each chapter, the stop and play buttons will reference the chapter times and control only the relevant chapter, ie in Chapter Two clicking stop will reset to beginning of Chapter 2, not the start of FLV file. Not sure if there are built-in properties and methods I can use, or I need to create something custom.
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 found this seamingly usefull mini tutorial on Actionscripts.org on how to use the FLASHVARS value in the 'HTML' to controll which part of the Flash movie is shown. But I can't get it to work, the AS gives loads of errors in Flash. The value is set, as I have got a textbox showing it the values. here is the AS I did as an experement,It's just supposed to move the playhead to a different named frame depending which page loads the Flash.the FlashVars value in the html pages is page=one and page=two.
Code: var siteManager:siteManager = new SiteManager(this, _root.page); class SiteManager { private var _tl:MovieClip;[code].....
I'm currently working on a site that has several buttons for several sections. Each section has its own transition. My question is, if I click on button 1, section 1 content appears, now when I click on button 2, section 1 content fades away and section 2 content fades in and so on with the rest of the buttons and sections.
I used the Photo Gallery Using XML and Flash tutorial to begin creating a photo album. The start of my photo album can be viewed here: [URL]. What I plan to do is have several different "sections" that will load a different xml file when clicked (like the 3 categories listed - baby catori, first snow, second snow which I have started but are not yet functioning). What I have tried is adding a load movie to the text links, and this is working but the photos appear to load slower and it makes the fade appear somewhat choppy. You can see an example of what's happening here: [URL].
i have this slider effect and would like to reduce the transition speed between images, thus the circles take longer time to pass, anyone can help me out?here is the link for downloading the flash file[URL]
I have a problem with the camera slowing down in my project.I thought it could be because of the complexity and memory consumtion of this work, so I created a completely new movie, typed such code:
quote:
var camera:Camera = Camera.getCamera(); var video = new Video(camera.width, camera.height); video.attachCamera(camera); addChild(video);
[code]....
And... this time the camera's fps stayed 25fps all the time. To be honest - I really don't know why :| I mean, I'm happy the fps stayed stabily at the level, but I don't know what to do in the mentioned, complex, project to make the fps faster. I can't just add the trace line.
I have a slideshow on the opening page of my website and about a minute and a half in, it starts to slow way way down. It looks choppy and really bad - I had the slide in its own file and it was fine - then I made it into a single movie clip and cut and paste it into the website on the first frame so it would play automatically right away - then it started doing the slow thing when I previewed it
I have a gallery flash that loads a pictures from xml. The pic slides on from the right. When btnNext is clicked it slides off to the left and the next pic slides on from the right. There is also a btnBack which slides on the previous pic. There are around 200 pictures.
I have now spent weeks on and off trying to figure out why it slows down and starts to chug! I figured out, with the help of individuals on this forum, how to remove the pictures when they are off stage. It definitely helped but its not yet resolved.
This flash is quite processor intensive with the amount of graphics. But the thing is, when the flash start off it goes fine but after so many pictures it starts to chug. Which seems to me that there is somehting it is not GCing or something of the sort!
I'm currently creating a rewind function that makes a video go to a certain frame number when a button is clicked. The issue is that the code is shooting through the frames too quickly. Is there any way to slow this down?
I created a very simple application that increments a counter and displays said counter on the stage. At around 18,000-20,000 iterations, I noticed a serious drop in FPS. Here's is the entire [code]...