well, In Flash CS3, it was actually possible to give an easing instruction to each segment (keyframes) of an animation. In Flash CS4, in between two frames of an Motion Tween, isn't it possible anymore? I'm trying but the easing instruction applies only for the entire Motion Tween.
Has anybody found a way to ease motion only between keyframes, not the whole animation? In classic u get separate easings.Generally, I want to convert old tween to new for more control, but it seems to be impossible.
I've just started working with the CS4 motion editor, and it is proving to be a distinctly infuriating experience. I want to tween the z-index of a movie clip from -200 ('out' of the screen) to 0 with the Spring easing applied, but there's a problem; the dotted curve showing the ease never moves past the zero line, and only ends up about three quarters of the way towards the z=0 value I want. So effectively, I'm only tweening my clip from z=-200 to z=-60, or thereabouts.
I'm sure there's a trick I'm missing here. How do I get the tween, with the Spring ease, to finish at the value I've specified?
ive been searching around about tween class easing in as2 and ive found this great tutorial URL...need a help though, im not really a actionscript programmer, but i wanted to modify this code:Code:import mx.transitions.Tween;[code]how would i modify the code so my objects not only goes on a straight line(_x like in the code from 0x to 400x), what if i wanted a diagonal direction, it will start in x and ends in y?
So usually I can get my motion exactly the way I want it but I'm not satisfied with the easing motion I am currently using.
Running at 30 FPS Speed: .7 Scrolling a large movieclip (like 1800 pixels in height) Strong.easeOut
It's basically a scrolling content type motion I am looking for. Click a button content scrolls revealing the proper section on the y axis. Anyway, the motion just isn't fluid enough for my liking. Any tips or a different equation to make it more fluid.
I have a String variable named type. It is supposed to hold the easing type that is used for Tweening, so for example var type:String = "Regular. easeInOut"; I then want to be able to use the variable when creating a new tween, such as:yTween = new Tween (this," y",type ,startCoord, finishCoord,duration,true); I tried to use this[type] etc. but couldnt get it to work. Any suggestions?
I have an issue I've tried to import these tween classes. I get the errors below ActionScript Code: Scene 1, Layer 'Layer 2', Frame 1, Line 1 1172: Definition com.greensock could not be found. Scene 1, Layer 'Layer 2', Frame 1, Line 2 1172: Definition com.greensock.easing could not be found. Scene 1, Layer 'Layer 2', Frame 1, Line 1 1172: Definition com.greensock could not be found. Scene 1, Layer 'Layer 2', Frame 1, Line 2 1172: Definition com.greensock.easing could not be found.
Ok so I found this nice code over at Prototype. Its a function for Aligning to stage on Resize. [URL] It works really nice on its own but I was hoping to add some tweened easing as an additional optional parameter. (I posted there twice asking for help to no avail =( So I am asking here at Kirupa. What I wish to add is - implementing and adding an "easing" function as part of the current function. Something generalized to be called only if desired and the ability to set the ease type, duration, maybe prop etc.. (or whatever needed to make it work)
I have tried all kinds of things and below is as close as I can come (at least the only thing I can do to get the thing to move, although as you will see it works backwards and I can only get it to work using stage.width, stage.height, however I have tried newX oldX and all kinds of other things and cant seem to get things to move.
I use Flex 4 SDK in ActionScript3,like follows: import mx.effects.Tween.easing.Quintic ...... tween.easingFunction = Quintic.easeInOut; when I compile above code,it raise error: Not define: mx.effects.Tween.easing:Quintic I have put framework.swc into classpath.What is the package of Quintic?
Is there an online cheat-sheet to graphs of common tween / easing functions? I want a bookmark I can refer to when picking a function for a tween (e.g., Quintic, Quadratic, "Bounce"). The only one I can do in my head easily is linear.
im trying to create this custom menu a bit more efficiently. As written, it operates fine glitch free. However, id like to incorporate some easing into the movement of each movie clip.
I've built a code to cyclically move a scene on the bottom of my stage; I've done this to make a slowing-and-stop-easing effect at anytime the command will arrive. The entire scene mc is _x long something like 6000 px. The whole code goes in this way:
1) importing on the stage (with attachMovie) a mc with this code inside:
onClipEvent(enterFrame) { _parent._parent.fondo_mc._x -= countermovement; if (_parent._parent.fondo_mc._x <= -5800) {[code].....
The code goes right, but I need to improve it.Now there is just a variable, I tought to use two vars to implement the whole code in a setInterval, but maybe it's unuseful, and actually I can't use it in the right way.
Second issue: actually when slowAndStop function is called the scene slow too fast, if I take it to 15 it slow better but the scene is running too fast...
The best would be that the scene slow down and stop following: A) a temporal variable (and I can try to implement it with setInterval, that for istance is a cycle)
B) an indipendent moving variable, so that on one side I set the speed, on the other side I set the slow-and-stop in a matter of time with countermovement.I also tried to use a second variable:
var counter:Number = 15; // set the _x increment var countermovement:Number = counter/2;
I'm familiar with how to ease something in using motion math. Easing out would not be that bad either. But how would I script something easing in half way, then easing out the second half? It would start slow, gradually move faster, then slow to a stop at the end. - almost like a sine wave I guess?
I have 10 different movie clips that I all want to use the same tween code
Code: function grow(who) { var tw:Tween = new Tween(who, "_xscale", Strong.easeOut, myMovieClip_mc._xscale, 92, 1, true);
[Code]....
Is there an easier way to just have this code written once rather than copying and pasting the code 10 times for all 10 instances of my clip. myMovieClip_mc is where each instance would have it's unique name.
I am using tweenLite in my Fla and I have set up this code sofar which is working fine:
Code: function tweenTopicUp(topic):void { var myTween:TweenLite = new TweenLite(topic, 0.6, {alpha:0.5, ease:Expo.easeOut});[code].........
The problem is that i have about 10 buttons (topic1, topic2, etc.) to go. I know I need to do something with Array but I can't seem to get it working .
I've only now started using the new motion tweening and motion editor introduced in CS4 and I have a question. Say I have two MovieClips animating on the stage and I want their movements to be in sync. I've created a custom tween to one of the MovieClips and now I want to have the other MovieClip move with the exact same tween. Is there a way to copy the tween I created for MovieClip #1 and apply it to MovieClip #2? Or do I have to manually re-create the tween from scratch?
When I first saw that tween spans dynamically adjust keyframe placement I thought that meant that if you need to double the speed of something with a few layers of tweens you could simple shift select them all and resize... apparently that's not the case... I assume there's a key command or something, but I've asked around and spent some time googling to no avail....
I am having a problem with a scripted animation. I am trying to use the tween class to send three objects across the screen at once. For some reason, this tests fine in "test movie" but the swf stops the second two tweens at their initial points and tweens only the first one. As you can see from the code, they all have different var names and object names.
var medTween:Tween = new Tween(logo3D4, "x", None.easeNone, 1200, -1000, 6, true); var bigTween:Tween = new Tween(logo3D3, "x", None.easeNone, -500, 600, 8, true); var smallTween:Tween = new Tween(logo3D2, "x", None.easeNone, 1000, -1300, 5, true);
i want to have multiple blocks moving over my stage, but i want use just the one mc in the libary and my function, what adds a new block with random color, alpha and speed.I think, that i have to use addChild();, but i have no idea how to use it properly.
im having trouble figuring out how to script a tween in AS3 with multiple properties. I have the single property syntax down, like such, import fl.transitions.Tween;import fl.transitions.TweenEvent;import fl.transitions.easing.*;var name:Tween = new Tween( gar, "x", Regular.easeInOut, 60, 300 , 3, true);
but if I want multiple properties, im having trouble finding that info.
Is there a way to have multiple seperate objects follow the same motion tween, so one object follows the other, or do they all have to have thier own individual tween?
I have a circular graphic that has 7 images on it. It needs to spin and stop on the next/previous image. It should spin through more than the 50deg required to get to the next/prev image so I added 360.
This part works fine. But when I try to add some motion blur type effect during the spin, the spin sometimes stops without completing. The issue seems to be around the below (but I posted the full code too)
// animate the blur var myTween:Tween = new Tween(spinner, "blur", Regular.easeOut, 16, 0, 1.3, true); myTween.addEventListener(TweenEvent.MOTION_CHANGE, applyBlur);
When creating an animation with a classic tween sometimes I'd have to adjust all frames based on changing stage size and what have you. I'd usually park animations in mc's but even then I'd have to on occasion move the whole animation as whole, using the Edit Multiple Frames button on the Timeline. This is also needed when repurposing Flash ads for different sizes. Sometimes I have to adjust a few layers and leave some layers alone, again for Flash ads and alike.
When using a Motion or 3D tween I wanted to know if this was possible, not because I have a particular scenario but I wanted to see if I could do this in the event of needing to do so one day. I tried this feature and I was unable to move the whole animation as I would with a Classic Tween. The only thing I could do to achieve this was to park the Motion/3D tween into it's own mc and then drop that mc on the stage and move the mc as a whole. Is there any way to select all frames of the Motion Tween and move it as a whole without resorting to putting it in a mc (even though I get that it should always exist in a mc)?
I am writing a flash card game which slides the next card onto the stage when the user presses a button.There are 24 cards, and I have written a separate tween for each one... I think there is probably a more efficient way to do this. Here is what I have:
I'm trying to create a simple loop that adds a random number of stars, fades them out and removes them.The script I've come up with does everything but remove them, and perhaps I need a less on adding children to a stage.
I need a way to make the movie clips unique so I can tell my oncomplete function to remove the property clip, if I don't do this the movie will eventually slow down and crash because of so many (invisible) movieclips.