Possible To Test Section Of Animation In Timeline?
Feb 22, 2010
Is it possible to test only a section of animation in a timeline? I'm trying to refine the last bit of animation at the end, and would prefer not to watch it all from the beginning again.
I have a series of sections in the timeline and I'd like to use gotoandplay. How do I begin playback of another section of the timeline. Is there a way to detect the end of gotoandplay? For example: 3 objects and 6 frames. Each object has a animate in frame and an opposite animate out frame. At each frame the user can pick any of the three objects but if an object is already animated in then is must first play it's 2nd animate out frame. I need to detect the end of an animate out sequence to begin the first frame of the selected object.
now we all used to disable the menu until new section of our site gets animation but how do you handle user repeatedly abusing for example back button on the browser when moving though your website?
I want to clean up my main timeline by breaking it into 3 sections and putting each section into its own clip. My main timeline is then only 3 frames long with one clip on each frame. Of course, trouble is, the main timeline doesn�t wait for the first clip to play before progressing to the second. Do I need some code in the second main timeline frame to tell it to wait til the first clip has finished?
I'm looking for an animation timeline or video/audio timeline ui or maybe like a gantt chart thing that can be adjustable. It's basically draggable icons in tracks and bars that you can adjust the size of.
i have a music track when i playback seems to end on frame 1400 but visually looks like it ends on frame 1565 so wanted to test the sound to know when to bring in elements of my animation but i can't find a way to play the music when it is near the end. i keep having to listen from the very start which is a terrible waste of time not to mention making me very sick of the song.
also i noticed when i test my movie the music sounds pretty awful except in normal playback when i guess it is not so heavily compressed. can someone suggest what kind of compression setting i should choose for the mp3 file or is it impossible to change once imported and just testing rather than exporting?
I'm developing a web app with PHP and I need to test if a page of a website has background music. As many of you already know, this is the list of the tag (I miss someone?) where the background sound can be inserted in a webpage:[code]While checking if there's background audio because of the presence of the tag bgsound or audio is easy to do, testing if a flash animation has the sound is not so easy (at least for me).I know that I can check if a tag embed has in the src attribute something like sound.mp3 but how can I test if the sound is totally embedded in the flash animation?I searched a lot to find an answer but unfortunately I've not found one.
I have this code that works for a normal hit test that triggers a mc animation in and out. But if i want to add more than one it just plays the last in the chain of events.
when i Control > Test Movie with an animation, the preview is not cropped to the stage size.i see eveything out in the grey, which i don't want to see. i just can't find the right settings, if they exist.i'm assuming the stage is akin to the page bounding box in illustrator, so test movie should behave like 'print preview'?
I download a flash template to take apart and play around with to make sure i still know my way around the software. Everything was going great until I discovered there are part of it that I can not find. The animation are not in the timeline or anywhere else I've looked. When I scrub through it they aren't there, but when I preview the movie (F12) they are always there. I managed to delete the pictures in those particular animations, but can not edit or find anything else.
I'm not able to create a working seek bar (or progress bar or timeline bar) to give the viewer complete control for where they want to play an animation. The animation is a .fla file, which moves frame-by-frame with motion tweens). There are 4446 total frames (at 12 fps), so I'd like the viewer to be able to skip ahead or back as they desire. The instructions I've found so far all have to do with FLV files instead of FLA.I've tried the following Actionscript, but I get errors(which are also listed below). As the seek bar object, I'm using the UIScrollBar (with a horizontal direction).[code]I'm more than willing to try a different Actionscript.
I am new to Flash and am still trying to come to grips with AS3. I want to pause an animation twice in the same timeline. I have applied the code given in the adobe article 'Using ActionScript to pause and loop the timeline in Flash' [URL].
this.stop(); var timelinePause:Timer = new Timer(2000, 1); timelinePause.addEventListener(TimerEvent.TIMER, timerHandler); timelinePause.start();function timerHandler(evt:Object):void { this.play(); }
This works well when used once in the timeline but I get the following errors when applying it twice 1151: A conflict exists with definition timelinePause in namespace internal. 1021: Duplicate function definition. Warning: 3596: Duplicate variable definition. What I need to change to make it work twice.
I've got a multi-element character animated in its own timeline, within its own symbol --- but it's not showing up in the main timeline, or on the stage when I exit the symbol and go back to the Main movie view. How do I get the symbol's animation to integrate into the main scene?
I was just looking through a tutorial, and saw something interesting and I wanted to find out if it is ok to do. Sometimes, I think it will be a lot easier performing animations in standard flash using the timeline. However, sometimes I need to use code to do things like get a user input. Is it possible to do an animation in flash on the timeline and then convert this to as3 code which I could then work on to do further things like get user input?
I add to stage movie clip name body_mc the body_mc contians inside of it two movie clips mc_leg_left and mc_leg_right each of the last two movieclips has animtion in the time line with first frame with stop();.in the first frame of the main time line i add the code
body_mc.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent=null):void {[code]........
you will see the mc_leg_left is really going to alpha 0.5 but its animation is stoped while the other child movieclip mc_leg_right its animation is working but if you leave the comment the two legs are animating,is it a BUG in fash player or what?
I have an issue with how Macs play timeline animation slower than PC. On the PC the animation plays right and syncs correctly with the music.
I have a tree that grows, when it finished an axe chops it. The tree finishes and the axe starts chopping the tree at exactly 30 seconds into the song which is exactly how it is meant to happen.
Syncs right on PC but on Mac, the tree finishes and the axe starts chopping at 50 seconds into the song.
During the tree animation, I also have some other swf movies loading in the background so that it is preloaded and ready to go when required because I am trying to prevent any delays or the chance of a preloader from appearing when these swf needs to start playing.
What is causing the Mac to have a slower animation. I do notice in general than Macs take longer to play an animation than PC on a browser.
Is this just natural or do you think the Mac and PC difference caused here is due to me loading swf movies into the background?
What are my options to make the sync right. I can not make the animation actionscript based, so I am stuck with timeline based animation.
I think music streaming would be the best solution here. Right now, I am triggering the music as an event, but I am worried of the stuttering effect using streaming music, while my animation plays and swfs are loading in the background and the viewer has a slow PC.
I have an animated movie clip (a man walking). I have created a tween with that clip, but when he stops at frame 30, I want the animated movie clip to stop, so it doesn't look like he's walking on the spot.
im wanting to have a scroller appear at the bottom of my site that moves content along based on the animation i have in the timeline.so for example. Lets say that I have a circleMC on frame 1 thats positioned on the left side of the screen and the end frame of the animation is frame 10 with the circleMC on the right side of the screen. tweened/animated to go from frame 1 to frame 10 .instead of a play button that plays that simple animation. i want to make a simple scroller that allows the user to scroll it through so that he/she can see the animation as fast/slow as they want it....meaning that when the scroll is activated, essentially the timeline will be going back n forth between the ten frames.
I had to build a preloader for a fairly large swf and of course the design of the preloader is a bit complex - it's got to have two looping timeline animations running in it at the same time.I did my best to simplify these as much as possible, but they involve filters and pngs and... ugh.Needless to say, while flash is trying to do all the work of loading the movie AND running these two timelines over and over, it stutters. A lot. And looks bad, and all I can say is... well yeah.A preloader by definition has to be simple, doesn't it?
The images for animation load okay. The sound loads okay. But the animation images need to be inserted in coordination with the sounds, which is difficult using only the ears, but I do not know how to keep the audio graph seen on the timeline so as to know where to put the images. I can keep the graph open on the little library window when it is open but not on the timeline. how to keep the graph open on the audio track while I work on the image tracks.
I am trying to set up an animation that would run after a timer is set. Every part of the rabbit would move so would I have to make each a movieclip or can I do it with just one timeline per part. As I have it now it is a MC with an timeline animation. Attachments: Picture 1.png (99.0 K)
I am making a very simple stick figure animation which will be intended for tv, specifically HDTV 1080p.I have no idea how i did it but I did the animation and before I knew it it was not on scene 1, but on the graphic symbol timeline. I think it is because I made my character a symbol, and i guess everything followed. But when I put them on the stage from the library, only part of the animation shows up, the part with the character i made into a symbol...not only that, but if I copy and paste all the frames from the symbol timeline onto the main timeline, it is HUGE! it doesn't match the size or placement it was on in the other timeline..Also, are there any specific requirements for editing with intent for hdtv? I read you can't use movie clips but as for size, etc? What do you have to set at the beginning and what will change when it is exported or converted for tv?
I dynamically set a color using this function in colortransform.
function setColor(o:DisplayObject,color:uint):void { var myColor:ColorTransform = o.transform.colorTransform;[code]...........
I then have a short timeline animation in Flash CS5 where the height grows just a little bit, and it does not grow.It grows in the preview, but not after compile.If i comment out this color transform function, the height animates correctly.
I was looking up the web today and couldn't find anything in how to time an timeline animation in flash.
Let suppose I have X number of scenes and each scene has a different number of frames running at a certain frame rate, how could I code a text box to tell me how long my animation would be in seconds?