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 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 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.
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 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 a certain set of motion twains that I've successfuly completed, they constantly loop right now (default), and is saved in the SWF file.I'd like to take that finished looping animation, and insert it within another animation (a) that can be played with a play button, and stopped/resetted with a stop button.How do I insert the completed looping animation into the main animation? And is there something special I have to do in the actionscript of the start and stop buttons so that the "inner" looping animation will start and stop with the "outer" main animation?
Flash CS4 Mac OS 10.4.11 - I am new to Flash and have always created small web animations in Image Ready. However, the Flash animations I have seen are so much smoother so decided to learn how to make one for next clients website. The animation keeps looping when I have specified in Flash that I want it to play once when page loads (see screen snatch attachment). Checked in 'Publish Preview' to see if it was just happening when the file was loaded into Adobe GoLive, but no, it does it in Flash.
I have tried saving in all the variations allowed but to no effect. The other thing that happens when checking the GoLive site in browsers is that for an instant before the animation begins, the background of the animation is white when I made the Flash document background a grey (F5F5F5), the grey background does kick in immediately afterwards. I have also attached the .swf file and a html file for general viewing.
The first question: How do you make a symbol a looping animation? Say I want to make a short loop which I can repurpose later.. something such as a falling raindrop or a moving mouth. A webseries I enjoyed when I was younger, Bonus Stage, used the same moving mouth animation most of the series.. I'd like to learn how to make that.
The second, and I'd like to take advantage of the tag on the link leading to this forum that reads "there is no such thing as a stupid question in here"... How do you change the size of the brush tool?
I'm new to flash, knowing only a couple of commands such as stop(); and gotoAndPlay.
I'm creating a UI menu for the beginning of a flash project. On a few layers, I have objects and buttons while the "stop();" command is applied to the frame to keep them on the screen as a Title screen or menu-like idea.
My problem is that I would like a animation, or a movie clip, or something that is looping in the background for a more detailed menu screen.. However, I can't figure out how to run the animation while the current frame is stopped.
I'm still sort of a knucklehead when it comes to using just code to do things like animate image transitions.I'd like to create is an endlessly looping movie that loads 3 images, then fades out each one using a tween to reveal the image just beneath it. As soon as the third image fades, I'd like for the animation to start over and just keep repeating.[code]
I have a banner that needs to play twice and then stop. Its 15 seconds and besides copying all the frames and pasting at the end to get this effect I want to do it with AS. Currently the animation is four mc's appearing at different frames in the main timeline. I figure using the if and else statements like if (should I create one movieclip for the entire animation and call it _mc_1) so if_mc_1 plays +++3 then stop?
I have multiple object doing random movement with random speed. i wanted to repeat the animation.I tried to use onComplete to restart each object once the animation end, but how could I specifically target it to that object? Currently its overflow
private function lineAnimation (e:DisplayObject):void { TweenLite.to (e,randomTime, {x:randomX, onComplete: lineAnimation(e)});
Trying to get an animation to play backwards while a button is held down, which works fine, however when it gets to the first frame it just stops and won't loop back around to the last frame of the animation- how might one accomplish this? It seems like I need to break the event for a frame somehow and then start listening again...
backward_btn.addEventListener(MouseEvent.MOUSE_DOWN, setDownTrue); backward_btn.addEventListener(MouseEvent.MOUSE_UP, setDownFalse); addEventListener(Event.ENTER_FRAME, checkDown); var isDown:Boolean = false;
I hope I'm in the right place for this. What I want to do is rather simple but I'm pretty much a noob when it comes to flash, specially scripting.I want to create a perfect loop of a 60 frames image sequence and and an .wav audio loop I created in SoundbooThe animation loops forever without copying the frames over and over again and I want the sound loop also to play forever. Just like it was made in this flash above.What I have so far is this line of code in the first frame of an empty layer:mySound = new Sound();mySound.attachSound("RobotsFTW.wav");Sound.start(0,100);but after some time the audio gets delayed and I have the same sound played over and over again
I'm very new to Flash and after searching for a solution to looping a layer I understand this is best done by creating a new Movie Clip and creating the animation to be looped here. I've done this, and then placed the Movie Clip into a layer on the Scene... but it just won't play at all. It acts like I've placed just the symbol that shows in frame 1 of the Movie Clip and it remains static.
I've written a SWF distributor which GZIPs the SWF then sends it as an SWF content type, it works just if the SWF used to loop it no longer does. Any reason why the compressed SWF doesn't loop the video/animation?
I have a symbol which I want to contain several loops, but when I play it, it simply stands still. Example:[code]As I understand it, if I start the movie clip at frame 1, it should loop frames 1 and 2, and if I start it at frame 3, it should loop frames 3 and 4. Why won't it work ?
I found a tutorial online that showed me how to create a looping background animation (falling leaves) but the code is in Actionscript 2.0. I am in the process of trying to covert the code to Actionscript 3.0 but there are still a few things I'm having trouble with (i.e. setRGB, duplicateMovieClip, etc).
I was wondering if there was an easy way to change the FPS in a looping animation with a couple buttons. Don't need anything fancy. Just 20 FPS and 35FPS buttons.
I'd like to create an endlessly looping movie that loads 3 images, then fades out each one using a tween to reveal the image just beneath it. As soon as the third image fades, I'd like for the animation to start over and just keep repeating. I'm trying to use a timer. I would imagine that a "for" loop would be used to repeat the animation but I can't determine how to make loop more than a select number of times. Below is the code I have.
I have constructed this animation of a broken up image. If I just use the nested for loop in a new file, it will run normally but when i try to let it run after a TweenLite which has an onComplete function, the animation will be looped 4-5 times. [URL]
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.
ok lets say you create a button that when held down play an animation of 20 frames if realsed it goes to frame one and stops if held down it plays out this animation. for the topic lets say you have a fire animation and you want the fire to apear and if the user hold its down the animation reaches the end of the time line and loops back and plays the last 5 frames of the animation and as soon as it is let go it goes to and stops at frame one. Well i know how to make a button that when held down plays out an animation. And i know how to say when released goes to and stops at frame one. What i dont know how to do is to loop the fire at the last 5 or 6 frames so the user can hold it down all day long and play out that animation.
On a horizontal bar, text scrolls from left to right, continuously. The text is a fixed string of city names, and I've made it so that it loops nicely. This horizontal bar with scrolling text is part of a vertical animation, scrolling the bar in and out of view. The vertical tween starts after two seconds. When the vertical tween starts, the horizontal animation has started as well. At the beginning and end of the vertical tween, the horizontal tween starts over. I want it to continu.
I have to say that the 3D animation in Flash is pretty cool.It's great for simple 3D renderings.However, I'm looking for something more in-depth that my company can use.Coding is not my speciality, though.I like being able to create images on the screen, not put in code.suggest the best software out there that's fairly easy to use?
I need to do a good animation for school to pass my subject and I have done several animations. I thought maybe I do an animation with different choices. Basically you have the "Home" Screen and then you chose one and an animation is been played. Then when I press another button, a different animations is being played.