Professional :: Multiple Animations In One Animation?
Oct 31, 2011
I have 2 Flash animations, both tweened and working as intended, and now I'd like to make a third flash animation which will be composed of the other 2 animations playing after each other (with a few empty frames in between). How I do this? I tried just adding them to the time line and giving enough frames, but that doesn't do the trick.
I'm creating an animated background/flash animation, in short I have several tweened pieces all moving/swinging around and I want them all to loop at the end of their individual loops. Each piece is on its own layer) I have been using gotoAndPlay(2); (I'm using a preloader so frame 2 is the start). The problem is (If I'm correct here) is the first layer to reach the end runs the "go to and play" resetting everything!. I want each layer to act independantly. Is there a different version of gotoAndPlay(2); that will work or am I looking at things like nested animations/importing individual fla's ect (all of which goes over my head).
I'm fairly new to Flash and I'm having a bit of trouble. I've created two animations. One's a bouncing text animation and the other animation is a series of twinkling stars. I've added a key frame stop to keep the bounching text from looping, but I want the twinkling star animation to continue to loop. Is there any way to have one animation stop and the other loop?
I am trying to rotate a symbol on the x axis mulitple times for an animation I am doing. The problem is everytime I try to do a complete rotation, the symbol rotates fine until I hit 180 degrees, but once I go past that mark, the symbol just starts rotating backwards. Is there a certain way I have to do this in order to get a complete rotation in one direction?
So I'm building a music site for a client, he's got a record theme so I thought it would be cool to build the site to look like a big turn table with all the content on the record.the record is designed to spin (not as disorienting as you'd think, just the grooves spin)...but the record image, which I did in Photoshop, is huge.
It was just slowing things down to a near crawl in browser. So I split the record image into four pieces and then mirrored them to get the full piece of the pie. It worked, but it's still running slightly slow. I do have a couple of blending options set to act as lights over the record...I tried deleting them to see if it would run faster, it's still jumpy. When the record is not moving(there's a button to turn it off) everything runs smoothly. The entire move is about 300k in file size and the record is being animated via actionscript.How do some of these bigger sites get these HUGE animations to run in the background so smoothly?
I recently got back into animating and I need some help with my latest project. I have a number of different animations that I would like to be played on the inside of a tv, however I would like for these animations to play at certain times. For example, at 9:00 pm (real time) the tv displays the animation of the character sleeping. I'm not sure how to do this, and I'm not sure if I need an internal clock.
I have created a stickman that can walk and it's a full 60 frames of him walking and at frame 60 he's the same as he is in frame 1 so it looks good and it loops well.
I want to have this same stickman jump and also duck at some point. Do I create completely new movie clips for those animations or do I put them all in one movie clip and use labels for the frames to jump around?
In my final flash movie output, I want my stick man to walk forward when I press the RIGHT arrow key, jump when I press the UP arrow and I want him to duck when I press the DOWN arrow.
Now I probably also want him to walk backwards as well so I'm thinking I need to also create a walking backwards walk cycle for him also? or is there some trick I can use to play the walk cycle backwards or something?
- I tried, when I first started making this site, to load all of the artwork images into an array and then copy the array before resizing them for their specific functions (being seen as thumbnails or as full size pics.) Unfortunately, I ran into the well known issue of Array cloning only creating a pointer to the same group of items. I tried the newArray = oldArray.slice() trick, but it didn't seem to work. Finally, I just loaded the images twice into two separate arrays, and it works, but I hate this solution. Anyone got a better one?
- I'm trying to maintain some sort of connection between the two sets of Arrays so that, for example, when someone clicks on Thumbnail 15, Fullsize Image 15 will open up but I couldn't find anything that worked. Renaming the Instance Name dynamically didn't seem to work and adding an Instance Variable dynamically doesn't seem possible either as I can't make the Class I am working with (Sprite, in this case) dynamic ahead of time. I'm sure there's a simple method for this.opens up, the different animations seem to interfere with each other and slow each other down (they also seem to get interference from the time taken to load the image Arrays.)
how to animate a simple sprite for the 100th time, I hope I might found I more specific, and better explained answer to my problem. I'm trying to make a flash game, of course, and I want my main Player sprite to be able to play multiple animations based on specific input. So, a running right animation, a running left animation, a jump animation, and an attack animation.
I am not too familiar with flash / action script though it does look a lot like JavaScript which I am fairly familiar with.
what I need:
I have an animation that looks like an envelope is opening and a letter comes out. It works fine but what I want to do next is the tough part.
I want to be able to change the envelope images / letter via php. I am successfully passing in the parameters and images but unfortunately my preloader doesn't pre-load those external images causing the animations to lag or not show up. I need them to all be loaded in 1 preloader.
Here is what I would like to do: I have some buttons, then 2 movie clips named container and container2. When I click on a button, an external SWF is loaded into container. I have it working so that when another button is clicked, it plays the exit animation of the current SWF, then loads the new one. Here is the code that I used for that: on a button:
Code: on (release) { if (_root.currMovie == undefined) { _root.currMovie = "who";
[Code].....
What I would like to do, is have a button in who.swf, that will load another external swf into container2, while leaving who.swf in place. Then, when one of the main buttons is clicked, I would like it to play the exit animation of the swf that is currently in container2, then play the exit animation of the swf that is currently in container, then load the new swf into container.
In my project I used main document file, which could load multiple nested animations as a separate files. In the main document I had a global function, for example:
_global.onAnimationEnd(mc:MovieClip){...}
and in animations (could be nested) I just called it like:
If I have a couple of animations in a single folder, it doesn't look like there is a way to animate the folder as a whole, so is it possible to group all the animations somehow and animate that?
I have uploaded my Dreamweaver CS5 web site and the flash/swf files don't appear.What files are suppost to be with exported swf files when uploaded so they appear on the web on my web site
Im developing an interactive in wich I use many animations either frame-by-frame (image-by-image) or with an embedded flv in the timeline and I have noticed that all of them don't play smoothly when first played, but once the animation has occured once they play the way its supposed to be. Im assuming is because once played an animation gets into the machine cache or something, so I wanna know if there is any way to force an animation to get into the display cache before is played.
i made a animation with flash, well. i made two animations.i want to put them togheter but i don't now how.so two different filesDesign.fla It has to be:Official Design.fla
What is the best way to convert an animation created in Flash to a .mov file. I've tried the export movie command in the file menu, changing various settings in the publish settings in Flash and and in the Quicktime options boxes. But the resulting .mov file has all kinds of fragments and artifacts. Has anybody had any luck creating animations in Flash and then converting them into a format that can be assemble in iMovie?
I need to create animations fron a set of jpegs. I can layer selections in photoshop; create symbols in Flash, although When I open a multi-layer psd in FL, don't always get multi-layers in FL. More importantly, what graphic/symbol formats are required for the typical animation techniques (eg, different tweens, bones, puppet).
I have created an app in CS5.5 for Android and iOS. I have tested on two Android devices and everyingthing works fine. However, on an iPad and iPhone the animations are really slow. Here are some more facts:
1) My project has many scenes and in the problems scene there are upwards of 1,200 frames. But even simple animations run slowly.
2) The frame rate is set for 24 fps.
3) I have created a universal app (iphone and ipad), publish resolution is standard at full screen.
4) Ironically, I have already tried caching as bitmap. That actually slowed my animations even more. I am truely at the end of the line here and don't have any possible solutions.
In Adobe Flash CS3, is there a way of copying a complex animation from one document to another, differently sized document and have it appear in the same relative position, i.e. bottom left of my stage?I created a growing flower for a 300x250px file, and I want to use it in a 728x90px file. It has many keyframes. I tried pasting in the frames, but it appears off stage. I need to move it upwards. Do I have to move the elements at each individual keyframe, or is there a way of moving it universally at one go?
The problem i'm having with the new motion tweening is trying to make the last frame of the animation exactly like the first one. I need to do this because i'm trying tocreate smooth looking walk/run/breathing etc animation cycles. How do you make the final frame of the loop match the first frame of it?
I am creating a flash animation which has to be converted into Html 5. The reason for the conversion is the i-pad, so that my animation can run on i-pad or i-phone. I have tried using the WALLABY tool from adobe but haven't get the accurate animations. Though I have saw some adobe videos in which these people are perfectly running their flash animations through this WALLABY tool.
I notice when I run animations in the flash player, the image quality because very pixelated and blocky when I enlarge the animation.
I need my website to scale to different screen resolutions, so this can be a problem. Is there any way to make images smoother when the flash file is enlarged beyond it's native resolution? I really need to know since my website has to scale to a LOT of resolutions.
I have made a nested animation within a movie clip, but it doesn't show up frame-by-frame in the timeline is there a way to make it appear in the timeline?
I need to take a photo of my screen with each image on it for a stop motion animation project for school I tried exporting a series of still images as a workaround, but for some reason the data from the nested animation also fails to show up in any kind of movie export.
I have an idea for a simple game/program and not sure if Flash is the way to go.After reading many articles I've come to the conclusion that if I wanna make my idea a reality then I need to do it myself but not sure where to start.Before spending the money on buying cs 5.5 want to make sure it can do what I need.So my question is can you have users input data that would then control your animations? For a simple example:I want a user to be able to input a number then depending on the number a certain animation sequence would occur.So say a user inputs the number 10 then my animation would walk over to a pile of say apples and pick up 10 apples. If they input 5 the animation would pick up 5 apples etc...So my idea has nothing to do with apples but revolves around the user inputting numerical data which would then control what the animations do.