I'm sure I'm missing somethin simple; but I have spent hours looking and trying ways to do the following. I have a movie clip A (which is manually set to frame 1 or 2 or 3) and I have a movie clip B that is played when a timer is triggered. I want to move clip A down a bit during the first half of clip B and then back up bit by bit to its original location in the second half. Along the way I want to change the frame showing in clip A. For the first sixth of clip B I want clip A at frame 1, For the second sixth of clip B I want clip A at frame 2. I know the length of clip B. So I can hard code tests for when to do things if I know what frame number clip B is in.
I am working on a Flash photo project where a small image is shown with a square that follows the mouse. Below will be a larger image that moves with the mouse simulating a larger view of what is under the mouse pointer. Though I am making progress with this, I am having problems getting the two pictures to sync up.I am currently using Flash Pro CS5, but have been saving as a CS4 project in case I have to work in it later. I don't know if that makes a different in actionscript 3.0, but I thought I'd include it anyway.I tried to attach my file, but the 300Kb limit stopped me. Here is the code I am using so far though.
In Fash CS3, suddenly, in certain files, I can't move an object left using arrow keys - but I can move the same object right, or if I hold down Shift + left arrow, it works correctly Also - I can move the object down with arrow keys, but not up Workaround - move an object on a different layer, then return to the problem object and it moves correctly. But this doesn't last long, the problem resurfaces.(I've tried rebooting; tried copying all the layers into a new file.
I'm having a hard time working out the most appropriate way to move a child movieclip between parent objects.
I'm creating a board-game type game wherein I've dynamically created an array of 'Square' movieclips, with no visual elements, which are arranged in a 10x10 rectangle on the stage. I then dynamically add the appropriate types of piece movieclips to the various squares with the addChild() method. In general, a square should only have one child piece at a time.
All of this works well for setting up the play area, but now I'm having an issue with moving a piece from one square to another. I want to have the user click a square with a piece on it, then click the destination square to move the piece. I have the logic for determining where a user can move any given piece to, but I don't know how to actually move the piece.
The pieces are all different class objects that extend both a base class I call Piece as well as the MovieClip class. The main issue is that when dynamically adding the various pieces to the squares, I don't provide them a unique name to access them later. I don't bother with unique names because I have no way of knowing which piece instance will be in a given square, so using getChildByName(name:String) isn't very useful.
So I can think of two routes that I can take: Making a getter/setter for the Square class that manages a private Piece property (as well as the adding and removing of the child piece to/from the parent square), or using getChildAt(index:int) to try to access the child piece.
I want to go with the first route as it seems to be the most maintainable to me. My problem is that I can't work out how to manage empty squares in this scenario. My instinct is to null to private _piece property of one square once I've moved the child piece instance to another square... but I'm fairly certain that the private property is a reference type, and nulling it out will null the actual piece object even after it's changed parents.
I want to make a movie object move up & down when I click on the respective buttons. Now I can do this, thats easy... but what I want is when I hold down on the buttons that it moves on its own? And I don't have to go "*clicky* *clicky* *clicky* *clicky*" (thats the sound your mouse makes) To move the object up and down. Is this even possible? (enter newbie joke here)... Heres the code I got: on (press, release, keyPress "<Up>") { _root.block._y = _root.block._y + 4;} Now the other thing I want to do is have it stop at a certain height. Both at the top and the bottom of the screen. The idea being that someone can't scroll the object off the screen online tutorials? new career move?
In one of the classes in my Flex application I have a dictionary, which is periodically updated from other parts of the application. It contains some sort of user preferences and I want to keep it in sync with a local shared object - the dictionary needs to be read during the class initialization and saved to the local storage when an element is changed, added or deleted.
The "Dictionary" object inherits only "Object" and does not have a change event - like the "collectionChange" in ArrayCollection. So I can't sync the dictionary just by listening for an event and manipulating the shared object in the event handler. The other possible solution would be to make the dictionary private and manipulate it using special methods in my class. Something like:
public function setValue(key:String, value:String):void public function getValue(key:String):String public function delValue(key:String):void
But using bindings will become a real nightmare and I will have to make changes in many other parts of the application.
I've got my head around bones now, which isn't too bad once you get used to it. I have ten minutes of dialog which I have created mouth movements for in Lipsync MX, these are imported as a swf and then placed within my character's Head MovieClip.
Problem is, IK insists on using MovieClips instead of graphics. This means that the lip sync doesn't stay in touch with the main timeline - it only stays in sync until the main timeline is paused or jumps to a different point.
Is there an established method which allows you to embed a lip sync symbol within part of an armature and ensure it keeps pace with the main timeline, or am I going to have to code it somehow?
I have made an animation. I have a layer where I put sounds that execute on certain frames. No script are involved. When I play the movie inside Flash, everything looks good and sounds are syncing. When I make a preview of the movie, some of the sounds are out of sync. I have no idea why, it's the first time I get this kind of problem. All sounds are set to event, but I have tried with stream as well and get the same result.
I have the following code which will bring my Banner_mc onto the middle of my Introduction page with some effects. Now, I want this movie clip to wait for a while and then move to right until it disappear with the same effects. How can I do that?
Any programs out there that will automatically lip sync your animations for Flash that are available for OS X. I've found a few out there, but they're for Windows. If not, does anyone have a simple trick to make it less time consuming? I used to mess around in Flash but it's been ages. I remember essentially making each character a movie? Or was it making the mouth a movie? It ended up being that on the timeline you would just press a button and the right mouth would come up. I bet that sounds mental. Just keep in mind my Flash knowledge is super limited.
I'm working on an animation where some guys sings and in order to make that look good, i need some good lip syncing. Since this is not short clips, but a whole song on 2-3 minutes, it's very hard for me to make the lip sync perfect because I have to replay from the beginning in order to hear the music. So question one is: Are there a way that I can play the movie in the middle and still hear the music? And so the second question is that I can barely see the sound waves in the Music layer, even though there's lots of music. Here's a picture of how big the sound waves are: And that's in the middle of the song! The problem is not that the music is too low, because it's quite high. So question number two is: Are there a way that I can make the soundwaves bigger in the music layer without affecting the music itself?
I have an animation that I am exporting as either a .wav or .mov file then editing in different software but when I import the new file it is out of sync. That sounds confusing so I will explain. The project is a cartoon and a temp dialogue track was created before animation started. Then that temp track was used to animate over and do lip synching. Recently, actors have re-recorded the original temp dialogue track. So, I need to export the original dialogue track out of Flash, use an editor, in this case Final Cut Pro, and replace the dialogue then export that as an audio file and bring it back into Flash.
But it is always out of sync. I have even exported a .wav file from Flash then immediately re-imported it and put it on the timeline and it is already out of sync. And it is the exact same audio! I don't even know how that could be possible. Surely if you export a wav from Flash and then re-import it, it should be exactly the same.
the conent will not be able to be seen unless the user hits the arrow keys on there key board. So i need to make a group of objects i can make into a movie clip and than inside that movie clip make an animation that plays the squirrel running. i will pause here to ask two things i dont know how to do i want the squirrel to have an animation when standing still where it flicks its tail (like a real squirrel would). and also how would i flip the squirrel so when the left key is pressed it points left and when the right arrow is pressed it faces left? and my main question when it reaches the edge of the stage the extended background that runs off stage moves over to reavel more content. as well as not have the squirrel run off stage? in short i am using the squirrel to view the full pages content.
I have a sound in my flash movie and I'm trying to lip sync to it but for some reason when I try to move that red thing across the frames to play the sound across it so I can go to each syllable so I can work the lips to it. But when I run the red thing across the frames there is no sound going through the speakers. When I ctrl-enter and play the swf I hear the sound what should I do?
how to do an object move towards the mouse when i move the mouse the towards the object and backwards when i move the move away, something liike the menu on [URL]
I know this is very noob, but I need a simple AS move and loop. Move an object across the stage and once out of site, loop and start over again? It needs to be a slow and endless loop.
We are creating a 30-track mixing desk to demonstrate our percussion instruments. Take a look at www.bellpercmixer.com. As you can probably hear, the audio is not properly syncing up.
The files should be exactly the same length (8 seconds) but they are mp3s so I don't know if the compression messes the length up as I know it adds the gap between the loop? More than likely, it is my lack of action script skill that has caused this problem... e.g. does each track need to be on a separate layer with a sync-track type thing? Here is an example of the script:
I've run into a bit of a problem using Adobe's CS3 flash program in terms of lip syncing... I can place the sound files in the timeline at whichever point I like and so forth, but I have no way to play them in such a way where I can adequately make lip syncs. It's hard to explain, but in flash MX I would merely click the timeline, drag the cursor along it, and it would play the sounds as it did the frames, one piece at a time. That way I could tell where the consonants were and therefore where to change my characters' lips. This is not the same as simply hitting "enter" and letting the sound play in its entirety.
If i create timeline slideshow with tweensbetween the pictures, how do I add music so that it ends when the pictures end?I read that audio can come out of sync??What if i use another program to create the swf like after effects that exports with audio? and import, would it lose sync then?
I can produce ipa and release to apple store by CS 5.Now I try CS 5.5 in my office , it cannot sync to my iphone. No error message found, just when sync , the check box of that ipa being unchecked.I am considering to upgrade to cs 5.5 but cannot view the different...
I'm having trouble connecting to a remote persistent shared object. When I run from the Flash authoring environment it works. But when I run it from a browser it doesn't. The code attaches an event listener to the sync event, and then calls so.connect(nc).
As mentioned - it works inside Flash authoring only. In both cases the connection to the server is successful. I also tried setting client.readAccess to "/" in the application.onConnect function of the server-side code - but it doesn't help. (Everything was written by me including the server-side application code. I have full control and access to the server).
Also, I can see the remote object exists on the server in the admin console.And as mentioned, when running inside Flash CS5 - the onsync gets triggered after connecting to the shared object.But, the same code under a browser - doesn't trigger the onsync.The SharedObject.getRemote method on the client side returns an object on both occasions.
I am using Flash CS3 on a PC. I am trying to export an animation to quicktime (Export > Export movie) and have some problem regarding the sound. The animation contains actionscript 2.0loads external swf contains streaming soundsplay other sounds via actionscript. 4 scenes. When publishing the animation, it works fine, but when exporting it to .mov, the audio goes faster than the video.
Export setting: Video:Compression type: H.264Frame Rate: CurrentKeyFrames: 4 Sound:Compressor: 24-bit integerRate: 48.000KhzSize: 16BitUse: Stereo To be honest, I tried many other compression types and frame rates and keyframes, but nothing seem to work.
I tried: - importing the external swfs into the original animation - creating a streaming silence from frame 1 for continuous sound - capturing the animation using CamStudio, but it's not smooth enough
I am trying to edit and mix sound effects and music for a FLASH animation in ProTools. After much trial and error I figured out how to make an accurate Quick Time of my FLASH file to spot sounds to in ProTools. The problem is when I import my audio into FLASH, it speeds up making it out of sync with the picture. I did several tests and it looks like for ever minute of ProTools the audio in FLASH speeds up 2 frames. Both programs are running at 24 FPS.
It is not a NTSC vs Flim speed issue. All other programs read my PT audio file correctly and show it to be the correct length with the SFX where I placed them. FLASH speeds it up, making my animation not time to the music and effects causing me to resync all my layers. How do I accurately export a sound file into an AIFF format and import it into FLASH without FLASH changing the speed? I have my audio set to Stream as it should be. After 3 minutes my audio is 8 frames (1/3 of a second) out of sync with the picture.
I'm using Flash CS4 to animate hi-def music videos. It seems that I can't keep the audio to stay in sync for anything over 2 or 3 minutes.
- I'm working a stage at 1280x720 and 30 fps
- audio is streamed on a separate layer
- mp3 publish settings are: stereo 128kbs
Inside the FLA file everything syncs perfect, but when it's published, everything drifts in the SWF and in everything else I've tried.I've tried exporting image sequences and popping the sequences into premiere pro to match up with the original wave, and i've also put the swf file in a premiere pro project as well. Whether a SWF or an image sequence, it always lapses after 2 or 3 minutes.
Just like the subject states, I am indeed having frame rate problems importing video to Flash CS3. When I export a video from Premiere with the settings: 1280x720frame rate of 23.976using H264 or Animation (basically every codec produces the same results),"embed video on SWF and play in timeline" When I do this the file exports fine. Playing it in Quicktime works fine and the audio syncs up no problem. But when I import it into Flash using the same settings, for some reason the movie clip is now too fast in that the video does not match the audio and seems to be at more like 12 fps now (just a guestimate). The action of the video is over long before the audio even comes in.I have verified that the frame rate is correct in Flash so it's not that.
I've done this literally hundreds of times in the past and suddenly it does not work and I can not figure out why. I'm not even really using video, but actually artwork that I am putting together as an animatic for an animated piece so the video could not have been imported incorrectly or digitized wrong either.
suppose one has two buttons "left" and a "right ".the 'left' moves to the leftand the "right" to the rightand the goal is to move the object "ball"based on this potential requires that script to do this?
I am looking to create a 2-3 minute presentation which will contain several distinct animations that need to be in sync with a voiceover. The presentation will run from start to finish without any user interaction. I can see a few different ways forward -- trying to do everything on the main timeline, using scenes, creating movies clips and controlling their starting and stopping on the main timeline through ActionScript, etc.
i am trying to create a flash movie for my browser page. i am able to import and export the movie just fine, the problem comes after i export the movie. As long as i leave the flash file in the folder it was created in things work great. If i try to move the folder or rename the folder it stops working. It acts like it cant find the flv file i created the flash with. if i rename or move the folder back where it was created things work fine.
I got a flash movie clip (Walking_Man.swf) which has a "Man" character who walks but on same place. It means he doesn't move a bit on stage. Now, I would like to give a realistic look by moving him from left to right. How can I do it?
I would like to write an Actionscript 3 code for this purpose.