Professional :: Specifying Length That Symbols Display?
Oct 9, 2010
In CS5, I want to create a simple series of still images that display in the Timeline for about 5 seconds each. Is there an easy way to do either of the following:
1. Change the Timeline to display in seconds instead of frames?
2. Specify how long something should appear prior to the next symbol showing up in the Timeline?
I'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.
I am having some kind of issue with the display list? I have a function that goes through various frames of my timeline and then traces all the symbols on the stage.. ActionScript Code: for (var pm = 0; pm < this.numChildren; pm++) { var child = this.getChildAt(pm); trace(child.name) }
What I am noticing is that it will return everything until it runs into a symbol that does not exist on every frame.. as soon as it does encounter a symbol that does not exist on all frames of the main time line it spits out - TypeError: Error #1009: Cannot access a property or method of a null object reference. at 3_Migration_Standard_Nav_v2_fla::MainTimeline/pMovie()
I have 3 input textfield. Each textfield has a string pre-loaded into it. When user pressed Tab, the focus should be cycled around textfield 1-3. Now, I'm trying to set the caret index to the last letter of the textfield. What is wrong with the code?
Code: public function myTabKeyDown(event:KeyboardEvent):void {
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
I'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
Let's say I have array foo and a positive integer y, where foo.length > y.I want to remove elements from foo so that foo.length becomes y (or very close to it).Also, I need to preserve the first and last element of foo. The indices of the removed elements must be spaced apart as equally as possible. Foo can be sliced, or it can be used to create a new array.
Example: if foo = [a,b,c,d,e,f,g,1,2,3,4,5] and y = 6, then trimmedfoo could be [a,c,e,g,2,4,5] or maybe [a,c,e,2,4,5], but not [a,c,e,g,2,4] because the last element of foo is missing.
Is there any way to determine if a (anonymous) function has defined the ...(rest) parameter in ActionScript 3? I know there's the function.length property, but it only counts the explicitly defined arguments.
The animator said that he has created two symbols: one for the body, and another symbol inside the body symbol for the head.What I don't understand is how he translated the layers over into the head symbol. When I click on the head symbol, all of the layers disappear and I cannot edit an object individually within a layer.
I have an .fla I created a while ago. In it is a movie clip in my library which I now want to use in a new .fla. This movie clip is reliant however on an image which is also in the library. I have tried selected both the image and movie clip, copy them, and paste them into my new library, but this doesnt work. I have tried cutting... I have tried duplicating and copying the duplicate. Nothing seems to work. Is there anyway of getting a symbol from one library into another?
i am using CS4 on a PC, and I have created my motion guide layers as I normally do, created a path, but when I scrub the playhead, the symbol just goes from point A to point B without follwing my guide. Also they are not snapping to the guide. I have not done a motion guide in a while, what am I missing here. Also where is the pallete to turn on object orienting?
I watched a tutorial where they added bones to a "Symbol" but when I try it it doesn't work.What I did was I imported a bitmap image and converted it to a "Symbol" but it wouldn't take the bone tool. How do I do this?
I have limited Flash experience in CS 3 and 4 but I got CS 5 and built an animated movie symbol and I tried everything I could think of but it would not play in the main timeline.To sum it up the animations and tweens work in the symbol but they do not appear in the main timeline.
I have few button symbols designed in my flash movie. My flash movie is displayed in 9 regional languages and hence I have used TLF text for Flash Movie which easily displays Unicode text.SWF displays text properly when i publish it. but once i view the same SWF in Internet Explorer or any other browser it does not display text in those buttons.
i have a question i have a primary and secondary function which i want it to be dynamic so i can get the user to enter in six to seven different or as many as required argument parameters for my primary function
I've downloaded the Flash CS5 trial and am trying to use the software, but a lot of buttons and symbols are greyed out for me and I don't know why. Here's a typical use case for me:
- Open Flash CS 5 - Create a new Flash AS3 Project - Try to use the buttons on the right-hand toolbar, but they are greyed out
Also, I can import images to the stage or library, but I cannot click anything or edit their properties.See attached image for a screenshot of the buttons in their disabled, greyed-out state.I can even open an old project made in CS4, but again, I cannot edit any symbols that I've already made.Is there something I need to do to enable the buttons?
I am stumped as to how to use an animated symbol repeatedly in a timeline while being able to alter its visual qualities without breaking the animation motion.I make a simple 3-layer animation of a body with two legs doing a walk cycle in place.I convert the completed animation as a new graphic symbol in the library.
I can then drag copies of that animated symbol to different timeline layers and alter their overall scales or give them each additional motions with a motion tween so various versions of it can move across the stage independently with tweens while keeping the walk cycle movements of the symbol.
I can change the colour properties of the added symbols but this only affects the whole image, so if the object had a body and legs in different colours, altering the properties changes all of the body parts to the same colour.Doing this does preserve the walk cycle motion, but the new object looks crude because it has become all one colour.I can then alter the visual properties of the components individually, but then it loses its animation motion.Whether I just group it again or convert it to a new symbol, it has lost the animation motion (the walk cycle of the legs) of the original. how to make such an animated symbol so that I can reuse it in the timeline while changing its visual properties (so it looks like a different character in the story) and yet keep its original animation motion.I have tried to duplicate the symbol and to copy and paste the motion but nothing seems to work.
I'm having trouble with dynamic text. I have a symbol with dynamic text fields in it. In the action script file I want to change the text of these text fields like this: textFieldName.text = "new text"; But nothing happens. I cannot see any text when I play the movie. Also I tried adding a dynamic text field directly to stage and change the text with textFieldName.text = "new text"; I can see the new text when I play the movie. Then I added my symbol that has the dynamic texts in it, and the text of the text field that is directly on stage disappears. When I delete my symbol, the text is back there. I'm using Flash CS5 and ActionScript 3.0.
When I close the file (making sure to save) and reopen it. All the frame #'s attributed to the hand symbol revert back to frame 1.Meaning I have to redo every hand pose again and again and again. More importantly when the animation is approved and I send it off, when the client opens it the animation is incomplete.
I've made 3 different symbols of a running Super Mario -- the first one is his first running frame in the Super Mario Bros. video game, the second one is his second running frame, etc. I would like to create a motion tween of these 3 symbols, so it looks like he's running from one point of the screen to the other. I'm unsure of how I would go ahead to accomplish this.
I frequently create a lot of Library Symbols, export for Actionscript, letting Flash auto-generate the Class & extending a custom base-class in order to give them all custom functionality w/out having to create a Class for each, and/or without having to create a FactoryClass for instantiating X number of ClassObjects for each Symbol to be added to.It's really fast for prototyping, and with this workflow I've only hit a few obstacles. Those are:
1 - If the Symbol has children you cannot give the children instance-names, else the compiler gives an error related to automatically declaring stage instances. Two workarounds for this are that you can uncheck automatically declare stage instances, and do it manually in your base-class. or you can avoid using instance-names, and use getChildAt().
2 - If the Symbol is a MovieClip, the timeline doesn't inherit the base-classes imports. I don't have a workaround for this.are these limitations that could be addressed by Adobe's Flash team, or are they limitations that are unavoidable without altering the workflow?
I have one layer with two tween spans, and would like to have a different symbol for each span. However, I cannot seem to do this without adding a keyframe in between the spans: if I have just the two tween spans, and replace the symbol in one, the symbol in the other span is also changed. What am I doing wrong here? (Using CS4)
I created an animation with various symbols and motion tweens, mostly on outer level timeline. At the end, I realized the resolution was too low for a quality quicktime export. After scaling the canvas from 550x400 to 1650x1200, I tried scaling the rest of the objects using the "edit multiple frames" brackets, but every scene I try to do this to, only a few of the frames are scaled. They start scaling and moving around all over the place fluctuating between the original and new positions. So i have to go back and manually scale/reposition the tween spans. Am I doing something wrong with the edit multiple frames thing or something? Or is there an easier way to do this I haven't seen?