Professional :: Import PNG Sequence And Apply Blending Mode To It?
Mar 20, 2010
How i can import PNG sequence and apply blending mode to it? i import PNG sequence in timeline but it have 120 frames,if i want apply bleding mode to it, i have to apply 120 frames.it's not logical.
I'm new to the whole flash thing and I'm learning on flash 8 - In photoshop you can group layers so that the blending mode you use on a layer will only apply to the layers in that group... I've been searching all over, and maybe it's right in front of me, but does flash have a way of isolating the selected blending mode to just the layers or objects of the user's choice?
I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
Right now I have a section of my code that looks like this.
Code: this.createEmptyMovieClip("two",this.getNextHighestDepth()); two.loadMovie(someURL); var blend:Array = ["multiply", "screen", "overlay", "hardlight"]; var randblend:Number = Math.round(Math.random()*blend.length); two.blendMode = blend[randblend]; trace(two.blendMode);
The trace works fine and shows a random blend mode, but the blend mode isn't actually applied visibly. I apply the blend mode in the same way to an image loaded from the library, and it works perfectly. I don't know why this isn't working... Is there any way to have the blend mode actually apply?
I figured out a way around this problem. I just added a movie clip inside of "two" and loaded the image into that, still applying the blend mode to two.
I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
How do you force Flash to take in a series of pictures as a movie sequence, if the pictures are not in some obvious numbered sequence? I'd rather not rename them. Flash CS3 Mac
I'm building a Flash site that features a three-dimensional interface and I'm facing a significant file size problem, which will mean serious bandwidth problems when the site is online. I don't particularly want to go the route of actually bringing a 3D object into Flash, mainly because my object features transparency (it's made from glass) and papervision3d confuses me to no end. So I have two options: import as video or import as image sequence.
So I went with the image sequence idea. It was easy for me to give the viewer the ability to scrub back and forth through the looped animation and click on certain things at certain times (using invisible buttons). This gives the appearance the viewer is in a three-dimensional word, albeit on a fixed path backwards and forwards, much like a roller coaster
There's also an array of buttons down the bottom of the website that you can click on, and it will play through the image sequence (either in forward or reverse). So that works great, but even with high compression of jpegs and a low 12 fps, the swf file will be somewhere between 10 and 30mb, which is quite ridiculous!
Possible solutions include reducing the amount of images I use in the sequence, squishing it down to half the amount of images. Reducing the size of the images down to something smaller, like 800 x 600. But do you think I would get better results if I can import this as a movie instead and try to control the movie? Can I have the same control if it's an actual video file and not an image sequence?
I'd like to import dozens of images and have them in sequence in a single layer. I did this once before, I made a .swf out of a video game cutscene and I recall importing the images to the stage then I asked somewhere else how to make them appear in the layers field. Then I did something that put each image in its own layer and I had to manually move them and make them appear in sequence.
So if anybody knows how to import and put in a single layer in sequence or simply import each image into its own layer
i would like to have a dynamic text that loads text from a *.txt file. This i know how is done, but the problem appears when i want the text-field to roll over the screen, as a motion tween. To be more specific it must be used for an infoboard, and people shold be able to change the "guests_today.txt" and then the guest list should roll over the display, over and over again.
Inside movieClip container, there are colored buttons on layer1 and on layer2 there is movieClip square which covers the buttons. I want to use the color efffects and blending options of movieClip square to make layer 1 alpha. There are some blending options called alpha, difference, lighten and substract but Im not getting the right combinations. I want to make layer1 alpha only by using layer2.
I`m using flash cs3 for my works , but i have one problem!when i use File=> Import=> Import to Library... or Import to Stage...the flash environment becomes terminated.I changed my flash version to CS4 and I have this problem again.
I have a number of objects (represented as DisplayObjects) that I wish to blend with each other. However behind these objects there is a background that i do not want to involve in the blending. So basically I want to blend these objects with eachother and afterwards use the result of this blending as a new DisplayObject (for example to put it on top of a randomly colored background).
So what I have is: var obj1:DisplayObject = getFirstObj(); var obj2:DisplayObject = getSecObj(); var background:DisplayObject = getBackground(); obj1.blendMode = BlendMode.ADD; obj2.blendMode = BlendMode.ADD;
At first attempt I tried was putting these objects into a common DisplayObjectContainer hoping that blending mode would only be relative to all objects contained by the same DisplayObjectContainer, but this does not seem to be the case. var objectsPool:Sprite = new Sprite(); objectsPool.addChild( obj1 ); objectsPool.addChild( obj2 ); addChild( background ); addchild( objectsPool );
I'm finding a lot of problems trying to do a large-scale and complex 3D interface, and most movieclips are parented once if not several times. This is the only way that I see to be able to manage having a number of movieclips move and rotate together with common anchor points. But one of the problems with this is not being able to set different blendModes of child clips. Yes, yes, I usually try and avoid parenting for that reason which is much easier in 2D. But if there is no way to "force" or "pass-through" blendingModes of clips with parent(s), please explain to me how I can have a number of button objects that I can easily move and rotate together around 3D space, but also have independently changeable blendModes for rollover states etc?
Is there an easy way to reuse a keyframe sequence? I have two characters that will animate the same. I want to animate the first, and then transfer all those moves to the next character.
outputting a .png sequence, what is the best way? I've had no problem when my animation is in the root timeline. I use the export Movie command and it gives me what I want. But when I have a movie clip, with animation inside of it, and I output a .png sequence in the same way, it doesn't output the sequence of animation from inside the movie ciip, it just gives me a still frame of the symbol on all 35 frames. Is there a better way to export it when the animation is inside of a symbol??
I am trying to import 100 png sequence (of a rotating object), so I choose the import command, choose all my 100 png sequences by shift clicking, but only one gets placed on the 1st keyframe the rest are in the library. How can they all be placed into the stage, all 100 png sequences taking up all 100 frames. So when I control test my movie I can see the object rotating.
I have Adobe Flash CS5 on Windows 7 x64 installed and when i try importing 360 images throught image sequence in Flash, my Flash crashes. Anyone know how do i fix this problem
I have get our client 200 tga picture (renders), i want to insert this picture one by one key frame how can i do automatically.I am try to select & stage but picture is place one over another.
Below I have actionscript that plays movieclips in my library at random. How can I add to this to blend(fade) the movieclips into each other so that when the movieclip is done, it doesnt fade to white it simply fades/blends into the next movieclip/slide?
Code: var MCs = new Array("mc1", "mc2", "mc3", "mc4", "mc5"); var selectedMC = MCs[Math.floor(Math.random() * MCs.length)];
I wanted to make a video player that has normal mode and fullscreen mode. The part I am having trouble understanding is how to handle the video once it gets set to fullscreen. Do I just use the current video or do I get a high quality version of the video to show during fullscreen mode? What would be best practice for this situation?
Very often I see on the web many flash websites very amazing for their animation in flash. For example, in monster template you can see the paper's animation like that: http:[url].... Watch the BEST DESIGN STUDIO animation... These animations aren't made with flash, but with a software from which to export a swf file that contains a sequence of shapes.What is it? It seems to work in 3d, but the objects moved are always planes and not 3d models.
I'm expecting a bunch of different animations that were made in Flash CS3 as JPEG sequences, however, many of the animations contain seperate timelines that contain seperate movie clips. When I view it as an SWF, everything looks PERFECT, all the movie clips within the animation are moving like they should and it looks awesome. But when I export it as a JPEG sequence, the parts of the timeline that are seperate movie clips and in their own timelines are completely static and don't move.What settings do I need to have set so that, when I export it, the JPEG sequence looks and behaves just like the SWF?
I am working on an animation with two masks, which plays in Flash as expected, an exported SWF is ok, an exported Quicktime is ok, except for the dreaded ghosting which renders it useless, but when I export it as an image sequence (gif, png or jpg), one of the masks is consistently ignored, while the other one masks as expected. This already shows when I export one single frame as an image. As a result, I currently have no way to create a quicktime movie for this animation (running CS4 on OSX 10.6.5)
I have a set of users who run my application in non debug mode. Off late they have been reporting lot of issues. But I am not able to debug as there is no log file.Is it possuible in flex 3 to do logging in a file without running in debug version. I understand trace only works if we run application in debug version.
When I draw a perfectly rectangular sprite, where all the corners land on perfect integer locations, then there is no problem. However when my sprite as an irregular shape ( with diagonal lines ), or it does not land on perfect integer locations, then Flash does some kind of blending / smoothing around the edges. This is bad.
Here is an example: ActionScript Code: var s:Shape; s= new Shape(); s.graphics.beginFill(0x0000ff, 1); s.graphics.moveTo(0, 0); [Code] .....
And here is an image of what the above produces: From the code, I drew a green rectangle and blue one, both with a slight skew. So the only 2 colors I want to see are blue and green. But you can see from the image, that along the diagonal of the shapes, there is some kind of blending going on. Flash is using a light green, and a light blue in certain places. Presumably this makes things look better, but I need to prevent this. I need each pixel to be either green or blue or nothing (white). How can I stop Flash from blending the pixels like its doing?
I have a main FLA into which at certain points flvs and swfs are loaded and played, my current problem is that I have a loaded flv(display) which is set to loop using this code:ActionScript Code:import fl.video.*;
// Video component instance name var flvControl:FLVPlayback = display; var flvSource:String = "mainscreen.flv";
how to code a simple load sequence scene. This is how I had it set up in AS2 -I've got two scenes, "Scene 1" and "Scene 2". I've got a 10 frame shape tween in Scene 1. On the 9th frame, I assigned actionscript that will check to see if frame 40 of Scene 2 is loaded, and if it is, gotoAndPlay Scene 2, Frame 1. Then have action in frame 10 of Scene 1 that says to gotoAndPlay scene 1 frame 1 of the current scene. This way scene 1 loops until frame 40 of scene 2 is loaded, at that point, scene 2 frame 1 plays.
How could I set this up in AS3? Here is what I tried - I've got two scenes, "Scene 1" and "Scene 2". I've got a MC that is a simple shape tween that loops in the "Scene 1". I'm trying to assign codein "Scene 1" that will check to see if frame 40 of Scene 2 is loaded. If it is, gotoAndplay Scene 2 frame 1. If frame 40 of Scene 2 is not loaded, continure to loop the MC unitil it is. Here is the code I've got for the MC in the "Scene 1"
I'm unable to export an animated symbol to image sequence properly because the symbol does not animate.I created the tweens in multiple layers, then cut-pasted all layers to a new symbol.I did this so I could then just do some tween motions on the symbol.The tweening is perfect, but when I export the image sequence, the images do not animate the way it does on the Flash player.All I get is an image sequence with the tweened symbol, but the symbol itself does not animate.how to get the symbol to animate when exporting the image sequence.
Alternatively, is there a way to motion-tween multiple layers simoultaneously? (Layers which are themselves tweened)Any additional info, I'll be checking regularly so I can provide as much description as possible to get this to work.