Professional :: Repositioning An Alpha Tween From The Stage?
Jul 6, 2010attempting to reposition an alpha tween on the stage.
i'd like to do this without creating another keyframe that changes the position of the alpha tween.
attempting to reposition an alpha tween on the stage.
i'd like to do this without creating another keyframe that changes the position of the alpha tween.
I want to alpha tween (ease in from 0 to 1) an object on stage over 25 frames. And after the tween is over i want the object to persist on the stage and in the timeline. How can i do that?afaik i have to extend the tween in the timeline beyond the keyframe with 1 alpha. But when i do that this also extends the time of the tween from 0 to 1 and it actually lowers the alpha 1 in the keyframe automatically to some figure that fits with the ease in which apparently spans the entire tween.
View 8 RepliesI have a line that starts invisible then becomes solid then invisible again. First keyframe is alpha 1%, should the two keyframes that follow next in the timeline where it shows as full strength colour be left alone, showing still as colour>none in properties, or should I choose alpha and 100% ? Last keyframe again sees it given alpha 1%. ( I was told dont use 0% as it causes flash more work !)What is best practice here? I have many of these to do so leaving keyframes as 'none' for colour would make life much quicker.
View 3 RepliesI have a complex window I'm designing in code. It starts as a button-like thing and once clicked, expands out to a window with text, links, and other misc. stuff. I'm designing it with all the objects to start inside the custom object (extending a MovieClip) and use tweening to expand it all out. The expansion works fine, although it's admittedly ugly..I'm running into an issue when alphaing from nothing (the button is placed over text, completely alpha'ed out to start) to 1.0. It will only start to alpha in if I have the alpha start at greater than 0, even then, when it reaches 1.0, it is NOT full alpha as it should be. Here's what I'm doing, trying to keep what I suspect to be unrelated code out:[code]the alpha of the bg (a shape) is originally set to 0, this code gives me no alpha, if I start it at 0.1, then it gives me some ...what looks like 0.3 at the most
View 5 RepliesIf I have this line of code:
var myTween:Tween = new Tween(contHolderMain, "alpha", None.easeNone, 0, 100, 100, true);
contHolderMain's alph value should move from 0 to 100 in 100 seconds, but it only take about 5.
Is it possible to alpha tween (or any tween) the end of an animation with the start?For example, here we have a simple animation that alpha tweens three images with looped playback (keyframes capitalized):
IMAGE X: xxxxxxxxxxxxX--->X
IMAGE Y: Y--->YyyyyyyyyY--->Y
IMAGE Z: Z--->Zzzzzzzzzzzzz
(loop)
Image X alpha tweens with Y, and Y alpha tweens with Z.Is it possible to alpha tween image Z with image X when the playback loops?
I have a few words written in static text mode which I have made a graphic symbol. On the timeline I have used both motion tween and classic tween to create a aplha change from 0% to 100%.I made sure I have enoough space on my timeline (10 frames).The aplha tween works fine in preview mode however when I export the swf the aplha tween is no longer working? I have tried breaking the text,restarting flash,restarting my computer and similar suggestions from other blogs such as:
I was able to solve this by checking the box "Use runtime bitmap caching" under Blend in the properties panel for the MovieClip in question.I am currently using Flash CS5 on a imac.
I have a bunch of old FLAs with one set of dimensions, including a 60 pixel offset along the y axis. I'm writing a jsfl script to resize the stage (works), delete some unneeded layers (works), and reposition everything (doesn't work) What I'm using is:
fl.getDocumentDOM().selectAll();
fl.getDocumentDOM().moveSelectionBy({x:46, y:-60});
When I run my script, the items do in fact get moved, but on tweened clips, they get "doubled dipped," it seems: if I compare the new x and y values of, say, the end keyframe of a clip (only tweened for alpha, for example) is exactly 46 pixels farther right and 60 pixels higher up than it should be.Is there a better way to reposition everything that avoids this "double dipping" among tweens? I'd love to know! There's got to be a way, and I feel like I'm so close, but not quite there. (Of course, I'm probably way offEdit: I've performed the steps manually by turning onionskinning on for multiple frames, selecting all frames, then dragging a selection rectangle across everything on the stage, then moving everything by the desired amount, which works: when I look at the history and view the js for those steps, they look exactly like what I've typed into my script.
I'm trying to apply an "alpha" tween to an image on the stage. I've made it a movieclip symbol an it's instance name is background_mc.Here's the code I am trying. It's not working. Can anyone tell me what I'm doing wrong?
import fl.transitions.Tween;
import fl.transitions.easing.*;
stage.addEventListener(Event.ENTER_FRAME,backgroundfadeIn);
[code]....
I've got a huge movieclip (2500px X 2500px) sat on a stage (950px X 600px). The movieclip is like a tree diagram and I'd like to be able to click on buttons within the movieclip which will reposition it and have the effect of panning to the next item in the tree.
View 2 RepliesIf i have a clip with a bunch of stuff inside it (on layers) like other clips, bitmaps, etc. and perform a tween on that clip (via tween class), the stuff inside the clip seems to alpha at different rates.
For instance, i have a clip with an empty movieclip which loads a bitmap image and on top of the bitmap image, i have a gradient feathered edge (.png) bitmap and on top of that I have some dynamic text (embedded fonts).
The bitmap is supposed to create a feathered edge on the photo but since they alpha at different rates, you always see the hard edge of the photo...
is there a solution like cacheAsBitmap which would let the whole clip alpha at once? If it's cacheAsBitmap, i must be using it incorrectly, b/c it's not working!
I'm a young girl who recently discovered flash cs3 (I started yesterday) I found this tutorial about how to make a flying bird. I did as the tutorial said, I just made a butterfly instead of a bird. Now I made a flower and I want the butterfly to land on the flower. The tutorial only showed me how to make the bird/butterfly fly through the scene and not how to stop it while I still see it in the scene. I figured out how to stop the motion tween but then the butterfly dissappeared from the flash file after it stopped and I also figured out how to make it land on the flower but it keeps moving its wings Now I need help to make it stop moving the wings while it's still visible. I hope my explanation is understandable. As I said I just started with this program so I don't know how to explain all the different things.
I tried to upload the file on imageshack but it seems like it doesn't support this kind of file, or I'm saving it wrong. I could need some help with that too so I can show others what I'm making without that they have to download the file so it's easier to get help when I'm stuck A link to the .swf file [URL]
[Code]...
I have motion tween of 100 frames. The motion tween path on the stage shows me Keyframes at every 5 frames i.e. it shows keyframe of 5,10,15,20 and so on till 100. No issues with that at all. But when trying to motion tween the duration to 99 frame or even lesser the entire motion tween path shows me each and every Keyframe on the stage which becomes so cumbersome to handle as then I have to manage all the keyframes on the stage. Whereas, when it is 100(just a frame more) it starts showing a different display. How can I have to same display if I were to reduce the motion tween to 99 or less, in that instance it is much easier to ease the frames in my animation. Is there any setting which controls this? I am using Flash Professional CS5.0
View 2 RepliesI want to use tween animation to move 6 or more images onto a stack in the middle of the stage. (I can do this). When all the images are in the stack, I want the images in the stack to disperse to various parts of the stage.
View 1 RepliesI want to do aplpha = .5 for the whole app, but then have a MC display at full alpha, is there any way to do this?
View 6 RepliesI am new at flash CS4. (Upgraded to Flash CS 5 but this gives other problems in the meantime I continue with CS4)I have created webpage. Within the web page I have created Motion Tween with Motion editor and once previewed, it works fine. Going back to the stage and previewing the result shows the initial position of the Motion tween but it doesn't move and behave the way it shoud. What's missing? Where am I going wrong?
View 9 RepliesDoes anyone know of a actionscript that can tween something to alpha=0. Id like to tween something to alpha 0% from alpha 100% rather then do every single one manually. I have a thumnail box that changes images just thought it would be easyer to put a action on the timeline to fade it out rather then tween it one at a time.
View 2 RepliesI'm doing alot of banner ad's at the mo. So I'm using the old motion tween effect quite a bit... mainly an alpha tween... on imported bitmaps, and text. While the banners end up the way I want them, I've used alot of layers and alot of the time line. Is there a better way to alpha tween objects. Basicly, I've a movie clip, with alot of bitmaps and text, and they all have alpha motion tweens....
View 3 RepliesI'm trying to find the most easiest way to fade in and out a movieclip in AS3. What I did is this:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
[code]........
Using AS3, how do I create an alpha tween from one movie clip to another?
My thinking is that I can't use the timeline, because the fade is variable and event driven; e.g., the user clicks on one of many pics, and the stage alpha tweens from the current to the clicked.
I am using the Fuse class [URL] for most tweens that I do, but I can't seem to target an array with the class.
Regardless all I'm trying to do is take this array (it actually has way more strings but you get the idea):
Code:
var clipArray:Array = new Array("full01_07", "full02_07", "full03_07");
And when I click a btn it fades out everything in the array to alpha:0.
Here is the code I use for fuse:
Code:
var hideClips:Fuse = new Fuse();
hideClips.push({target: ????? , alpha:0, time:.25, ease:"easeInQuad"});
hideClips.start();
i did try target:clipArray[i], it doesn't work.
I made the following AS tween that moves the MC from right to left. It should fade its alpha after the tween finishes. But it doesn't fade. Why not?[code]
View 1 Replies[URL]
The links on the site above have a nice alpha tween effect. It looks like the rollover fades out the alpha so that the links appear brighter. When you rollout the alpha reduces.
What would be the best/most logical way to do this? I presume you create some AS that contols the alpha tween and keep this on the timeline as a function. Then for each button you call the function.
So I have so parts of actionscript which I am figuring out on how to make them one. What I am wanting to do is move an object to the right and fadeout. Here is my code to animate right 10 pixels, this works perfectly.
[Code]....
If I have a movie clip that resides and plays in one frame, and I want an second (visible=false) movie clip to play on the same single frame as soon as the first is finished... what kind of event to I use? Do I have a frame action inside and at the end of the first movie clip that throws out some kind of event to tell the second to play?Basically, I have a menu (first movie clip) that alpha tweens up, then the buttons (second movie clip) to appear when the first is 100% alpha.
View 8 RepliesI have got a button that is disabled and an alpha Tween that last for 300 frames, how do I enable the button when the Tween has finished?
View 4 RepliesI'm trying to tween in a movie clip to alpha:1 using the code TweenMax.to(mc, 1.5, {delay:2.5, alpha:1});But this results in a smooth tween to around 50% or so and then it jumps to 100%.I have had this problem before but it's really effecting a project I'm working on for a client. Is this a problem with the Tweenmax?
View 15 Repliesif i made a text field in as 3. like
var blah:TextField = new TextField();
blah.text = "hi ya";
addChild(blah);
then i used a tween class and tried to alpha it out (fade out) it doesn't alpha out that text field.
I've got a movieClip containing a background and 3 dynamic text inputs, that I'm trying to tween via the tween class.When I apply the alpha tween, the background within the movieClip does fade to 0 like it should, but the dynamic text inputs do NOT.I was wondering if anyone could explain how I could get this working, so that an alpha tween to a movieClip also alpha tween everything within it. It was my understanding that the point of putting things into a movieClip was so that you didn't have to apply to each element of the movieClip.
View 2 RepliesI'm having some problem with a alpha tween, it works well when loading pictures then fades them IN and OUT but when I load a movieClip it only fades IN to, maybe 50%, the video object remain transparent. When I CLICK in other button before fades OUT, the movieClip fades to 100% and then it fades OUT.
The project is a XML gallery that loads images and movieClips (all external), the movieClips work like a container to one image (like the other pictures gallery) and one Youtube video (that remains over the picture).
If I remove the fadeIN tween all works fine, I think the problem was in the Timing of code compilation but I can't solve it out.[code]...