Professional :: Loop An Animation, But Only From A Certain Point?
Apr 5, 2011
I've been using the Adobe CS5 collection for nearly a year now but today is the first day I've decided to give Flash Professional a go.I'd tried creating a looping animation in Flash Catalyst but have had no luck at all (I'd followed a couple of suggestions such as using an flv movie as a timer but nothing seems to work for some reason), so I thought I would do it the proper way in Flash Professional.So far I have figured out how to import images, convert them to symbols,create a motion tween with key frames and do the animation. All this is good, but now I want the animation to jump back to a few seconds after the movie begins and play until the end,then jump back to that point again.Basically when the animation first starts it fades in for a half second or so,and went I want it to loop around I want this fade in missed out.
ok lets say you create a button that when held down play an animation of 20 frames if realsed it goes to frame one and stops if held down it plays out this animation. for the topic lets say you have a fire animation and you want the fire to apear and if the user hold its down the animation reaches the end of the time line and loops back and plays the last 5 frames of the animation and as soon as it is let go it goes to and stops at frame one. Well i know how to make a button that when held down plays out an animation. And i know how to say when released goes to and stops at frame one. What i dont know how to do is to loop the fire at the last 5 or 6 frames so the user can hold it down all day long and play out that animation.
1. When I make a symbol, I find the reference point always appear on the upper left corner, is there a way I can change the position of that?(besides use javascript?)
2. When I make a animated graphic Symbol, I drag into scene, it always repeat itself so I have to change the instance property to non-loop. Is there a preference which I can preset all the instance to non-loop?
3. if I make 2 animation character in 2 different flash file, how can I combine the 2 files but still keep the layer and key for each character?
I have a logo which animates one time and stops. What I would like is, it should loop every 5 seconds interval. The following is the action scipt 3 written in the flash document.
I am producing a banner ad and I need to have this 15 second animation loop two times (for a total of 30 seconds) and then stop. If this does call for AS?
Hi I am trying to create an image scroller that just scrolls images from point a to point b on load horizontally in an infinite loop. I just used a code snippet to move it horizontally but don't how to get it to stop and at point b and loop again from a.
I have created a banner in Flash CS5. It starts with a blank stage and an image tweens on to stage from the right edge. The image stays on the stage for a few seconds and a 2nd image tweens on to the stage and completly covers the 1st image. Similarly 3rd and 4th image cover the preceeding images. When I play the animation, before the 1st image covers the stage, there is nothing prior to it. When the 2nd starts tweening over the stage, the 1st image is still there.
Similarly for the 3rd and the 4th images, there is an image covering the stage. But after 1st loop completes, the animation goes back to a blank stage and the 1st image starts tweening on to the stage. Iwould like to have the 4th image stay on the stage while the 1st image starts tweeing on to the stage. I have started using Flash recently and am not very skilled with the program or ActionScript.
In my original thread my answer was given and I only needed to take the information and tweak it to make it apply throughout other instances in the code.This is marked as answered. The way I constructed the code heBecause each Movie Clip is individually handled, I was explained by Ned Murphy on this forum that I need to insert code for each individual clip to send it back to start when it comes off the stage because it is structured to go to infinity with the movie symbols continuing on their path.I get that. ittle code to add was provided for an example clip that started at the top of the stage and went down, then when it goes off the stage, go back. In this case it was for MovieClip_1 (Out of 15) The red was the additional code (Provided by Ned Murphy who is IMHO a Guru here) that was added :
so I have a looping animation that is several frames long. Inside the animation is a button, when pressed I want to go to another part of the timeline, where another animation is waiting. Simple, I got that working no problem. But... I need the first animation to go to the last frame in the loop before starting the next animation. The way I have it now makes an ugly cut, and the transition between animations isn't seamless.
Okay, now things are getting a little complicated. I need to build a Flash object that can sit over the corner of an image to serve extra content. It's way beyond my Flash skill level, my work is usually limited to print work in Photoshop and Illustrator so please excuse me if any of the following isn't clear. I am trying to learn though, So this is how it's all supposed to work, along with my issues; When the image & Flash item load a small looping animation will play to draw the eye/show the item as interactive.
When the user rolls over this the corner will peelback. I have a working peelback animation for the rollover, that reacts to mouse over/mouse off, and a looping animation for the initial, but I cannot work out how to make the initial loop until mouseover, then play the peelback when the mouse is over. And go back to the initial animation loop if the user rolls off. (Each of these animations is stored as a movie clip in the Library) Then it gets more complicated... if the user stays on the corner until it is fully peeled back I need to make a small countdown (sort of a 3, 2, 1 situation) show, before launching a lightbox (would this have to be jQuery, or could it be done in Flash?) in the browser to serve the content.
I have an animation and a button on the stage.I want the button to do something, but only when the animation gets to a certain point. So I've made the main timeline 60 frames long (my animation in embedded in a movie clip that loops every 60 frames) yet my actionscript is on frame 1. If the button is pressed anywhere between frame 1 and 59 the animation jumps to the target of the button, whereas frame 60 of the first animation and frame 1 of the second (which the button links to) glide seamlessly.
I'm working on a services module (slideshow for lack of a better term) for an accounting firms website - site is still under construction at On the home page, far right hand column a grey box with a service icon and user controls progresses thru the five services until the user advances the slide manually.I need to randomize the starting point of the slide show using one of the five services. To complicate the matter further I need to weight them so some services show up more often than others. But randomizing with equal weight would at least be a start.
The problem is my buttons stop working after a certain point. Now I think it's because I need some kind of loop somewhere, but I'm not too sure. I've included a trace in the code so I know the button is not working anymore. (At least the function of what I want it to do).
I have a flash file that has three main buttons on top. When a button is clicked the timeline moves to a that frame (designated with a label) that loads in a particular external SWF corresponding with the button. Those movies are loaded into the same empty movieclip called "presentation"using:loadMovie("splash.swf","presentation"); In one of the external loaded SWF's there is a tween animation (on first frame using TweenLite), that takes place upon loading the SWF. The issue is that when I click a button and go to another frame (which loads another SWF) mid-way through that animation, and come back to that same page with the animation. The animations starts mid-way as if it was running in the back, such as fading in things that shouldn't be faded in yet, etc..? Any clue as to why? EDIT: Maybe this is the cause? The animation code in the first frame of the loaded SWF:
//Animate the bouquet var bFadeIn:Tween = new Tween(bouquet,"_alpha",Back.easeInOut,0,100,1,true); //106.95 bFadeIn.onMotionFinished = function() {
What I have is actionscript which moves a movieclip from one point of the stage to another, using two buttons to trigger it - fwd_btn and rwd_btn. I also use a setInterval function, so that when you press one of the buttons, it pauses a second before moving. Unfortunately, if you press the fwd and rwd buttons in succession rapidly, the animation gets caught in a never-ending loop. Also, note that every time the user clicks a button, if the movieclip is right in the middle of animating across the stage, I wish it to stop and pause, not complete the animation and then pause.
I want to make a flash animation that makes an object move across the screen to a certain point, depending on what is typed into a text box, and i want many of these moving objects at once, so that you can type in a number and then the object moves to that point. Can this be done?I have used flash but have done verry little with the actions of flash, so please walk me through any actions that will need doing
I'm having a huge problem with my Flash file; here is what I'm trying to do and whats happening:
I have a scene where with a movie clip that is controlled by the keyboard, when it hit a certain point of the stage it opens a new scene where a certain animation should happen.
The problem is every time the animation hits that certain point the code I was using continues running and flash shows me an error message.
Error message:
How can I make this code work only on the scene its placed so I won't get this ERROR?
I have a certain set of motion twains that I've successfuly completed, they constantly loop right now (default), and is saved in the SWF file.I'd like to take that finished looping animation, and insert it within another animation (a) that can be played with a play button, and stopped/resetted with a stop button.How do I insert the completed looping animation into the main animation? And is there something special I have to do in the actionscript of the start and stop buttons so that the "inner" looping animation will start and stop with the "outer" main animation?
On a horizontal bar, text scrolls from left to right, continuously. The text is a fixed string of city names, and I've made it so that it loops nicely. This horizontal bar with scrolling text is part of a vertical animation, scrolling the bar in and out of view. The vertical tween starts after two seconds. When the vertical tween starts, the horizontal animation has started as well. At the beginning and end of the vertical tween, the horizontal tween starts over. I want it to continu.
I need to do a good animation for school to pass my subject and I have done several animations. I thought maybe I do an animation with different choices. Basically you have the "Home" Screen and then you chose one and an animation is been played. Then when I press another button, a different animations is being played.
Im an Industrial Design student that has never really used any Flash before but need to use it now to mock up an interface design for a product/service I'm developing for my major project.
So far, in ActionScript 2.0, I have a picture of a TV and remote control and intend to design the interface over the top of the television picture and highlight buttons on the remote beside it, that the moderator can click to navigate around it.
To get across the idea that the interface pops up over the existing moving television picture I have imported an FLV of some television ads. My problem is that I want the Flash animation (everything but the FLV if you like) to pause and not loop, and the FLV to continue playing (and looping) in the background, but can't figure out how to do it. Ideally the FLV needs to continue playing, seamlessly behind the interface after the next button is clicked etc.
Wherever I seem to put a stop(); action it'll stop everything, including the FLV, and if I just extend the timeframe to the length of the video, it'll still stop at the end or just loop to the beginning of the entire SWF.
I'm new to flash and this is my first animation... I'm making it in CS5 using AS2 and it features a snail with a movement loop. The loop is in the library as a movie clip, it has 3 layers and is 19 frames long. Because it is a snail in the loop it ends in a different place then it started. The snail has to move along 97 frames after each movement. I thought I could do this within the movie clip using some actionscript on frame 1 but I haven't really got to grips with actionscript so I was wondering how I should go about moving it every time the loop restarts.
ok so im having an issue with Flash CS5.I have a sound looping, and my animation is only 13 frames long, while the song is like a minute long, so each time the animation loops threw the default "Loop Playback" a new sound audio is played which os overlapping the previous over and over causing a massive echo effect.Whats the best way to loop both of them insync, or atleast copy and paste the animations frames and make it the length of the song?
I got some problems for drawing animation. Suppose I have a dot object. I want to have an animation which moves the dot to a position, and I want to do this for 100 times.
[Code]...
The running result is also wrong. how should I make this animation in the loop?
I'm a bit stuck but think this should be a fairly easy problem to fix.I have arranged some movieclip instances on the stage (_root) at author-time and would like to hold them in an array. I can't seem to get the loop at the end of this script to workBasically what want to end up with is a load in animation, by setting the array's visibilty to false initially, then looping through a function to set each indexes visibilty to true, with a setInterval variable so that it dosen't happen too quickly. From there I could add a tween to the loop and fade the array instances in one by one.
shapes = _root["eye1","eye2","nose1","dots1","lips1"]; trace(shapes); //apply some properties to the array