Housing Multiple Mouth Frames In One Symbol And Switching Between Them?
Oct 8, 2011
I read a tutorial a while back about making a symbol for a character's mouth in an animation, and making multiple frames within the symbol, with one for each different mouth position I'd like to use (Open and saying a certain letter, smiling, frowning, etc.). What I can't figure out is how to keep it from constantly animating repeatedly through all the mouth frames on its own in each shot when I just want it to stay in a certain position on certain sequences of frames. I also can't figure out how to select the precise frame I want when it needs to change.
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[Code]...
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[Code].....
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Code:
onClipEvent(load)
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[Code]...
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The purpose is to create multiple objects from the same MovieClip symbol.
import smil;
var smi:smil = new smil();
var myArray:Array = new Array();
[Code].....
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Aug 21, 2010
Say I've got something like this:
Code:
var parcher0:_parcher0 = new _parcher0();
_parcher0 is a Symbol in the Library with the Class definition _parcher0
I want to addChild this Symbol to an MC on the stage like this:
Code:
this.pccard0.sprite_.addChild(parcher0)
All good! Except I want to do the same thing, the same way, with this.pccard1.sprite_, and several more. When I do so, parcher0 only shows up on the final, most recently assigned addChild().
Is it forbidden to add a Symbol in this way in more than one place, and if so how do I get around it without creating a raft of arbitrary duplicates?
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