Professional :: Smooth And Continuous Rotation Of Animation

Nov 8, 2010

im quite new to flash, and im just about to create an animation which will rotate continuously but my problem is that each time it ends its loop it pauses for a bit then loops again,

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I am trying to make simple continuous animation on y axis.

The problem is that the animation is not smooth!!! It has jumps and hiccups. It is hard to see in the beginning, but once you see it, you can't get rid of it.

Here is an example:

[URL]

This particular code is pretty simple:

import flash.events.Event;
addEventListener(Event.ENTER_FRAME, moveRoad);
var deltaY:Number = 0;
function moveRoad(event:Event):void

[Code].....

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I currently have an animaion I'm creating in Flash CS4. There are 3 nested movieclips on the main timeline (all on one layer) each in there own frame (1,2,3) and they are also labelled ("strategy", "videos", and "messages") I want the animation to play continously without any interaction from the user i.e clicking buttons e.t.c I'm struggling to link the three movieclips together using ACS3 i.e once MovieClip one has played it will go back to the main timeline and play the second MovieClip on frame 2 and so on. From looking at various forums I thought the gotoAndPlay function may work, would I also need to specify that it is going back to the "root" timeline?

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I have a movieclip that I want to be resized when a button is clicked. I want the animation to be smooth as if it had weight though. I read the tutorial on this but I need something slightly different, I would rather it where I can just refer to a function that is set in another movieclip. That way I could easily refer to it again and just set the height, width, and if possible, x, and y.

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I have a dial which I drag around a circle to give me a reading between 0 and 1.

Something like this:

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[Code]......

This work's great, except when the slider goes from 359 degrees to 1 degree, my value between 0 and 1 returns to zero. (Which makes sense, as the value is based on the angle of my slider)

I'm trying to find a way for the dial to move from 359 degrees to 361 and onwards basically.

In my head: I need to check if the next value of my mouse drag goes past the 360 degree point and add 360 to the total, to stop it returning to zero and continue to 361 degrees.

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I have 1656x1332 px 30fps movie clip sliding or rotating on click event inside of 850x550 px stage. For some reason the clip gets stuck on rotation sometimes, even though the whole file is only 46 KB. Moreover, depending on browser, the rotating part can fly completely off the stage and the only way to get it back is to refresh.[code]

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I have created a Buttons Menu and then using Flash CS4 AS3 3D Rotation Tool Just added tilting effect using manual tweening and added the following code:

[Code]...

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I am trying to create a rotating vinyl. I have managed to do this but after every full rotation the vinyl sticks. How can I make the rotation smooth without it sticking. it's a 20 frame movie clip.

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I am trying to rotate a PNG image around its centre point so that I can use it as a wait icon. This seems to be the way to go but there is a noticeable delay before the animation repeats.
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I have this for a continuos moving animation from right to left.

ActionScript Code:
mc2._x = mc1._width;
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[code]....

How can I put a slow stop and restart in the code?

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All I want to happen is some text (6 words) animate in from the right hand side and slow to a stop in the centre of the banner. Simple.

The problem im having is the when the text animates on it tends to stutter and appear jerky whereas I need it to be very smooth.

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I wanted to do a simplae programmed animation of moving a movieclip on its Y axis across the screen, all I do is decrease its y value by 2. But its not working properly, I just get to see the starting and end point, can't see the movieclip travelling across the stage smoothly as I get to see if I create a simple Classic Tween.

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I have a menu in which when you click on a button, a rectangle moves up or down to sit behind the button clicked on (to highlight it). I was wondering how I can make the rectangle move smoothly as in the tutorial where the ball follows the mouse. Here is the code I have used:- Actions layer- Frame 1: currenty = -50; yto = -50; Frame 2: if (currenty == yto) { } else if (currentyyto) { setProperty(bar, _y, bar._y-10); currenty = bar._y; } Frame 3: gotoAndPlay(2); And for each button- on (release) { yto = -50; _root.contents.loadMovie("demopage.swf"); } With 'yto' specifying the location to move to.. This all works fine, I just cannot work out how to get that smooth springy movment as the the 'Mouse Follow with Easing' tutorial.

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I am trying to animate some jpgs that have been loaded inside a movie clip. i just want them to move horizontally. I have tried using tweens and also the onEnterFrame method with different frame rates but the animation is always juddery and not smooth.

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Does anyone know how to smooth an animation like this one?URL...Or it has to be done with Papervision or AE to make it run right?

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I am new in actionscripting,[code]...

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I want to know how it's made the effect of smooth transition when the window is resized. I could make MCs get position through AS, scripting:

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Example: [URL]

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I have dynamic text that needs to animate slowly across the screen but right now it jerks in 1 pixel increments as compared to the vector graphics accompanying it.

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Is there a way to achieve smooth animation with dynamic text at slow animation speeds?

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I have the idea of scripting animations, placing them inside a function, so then I can recall them whenever I want:
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I want to make an animation which interacts to the overstates of different buttons, but I want the animation to tween between the different states without reseting to a defaut when the mouse cursors off of the button. Another way of saying it is that I want the animation's instances to smoothly transition from one button to the next, no matter what order the buttons are cursored over.

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Actionscript :: Smooth Sliding Animation In Flex With Large Amounts Of Components

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I have a component I created that works like a Viewstack but the next index component slides in from one of the four sides. I've got it working well enough that it's acceptable to use, but I want to make it more efficient.

Right now I'm using a Canvas as the base component, I create a snapshot of the current view using an ImageSnapshot (new Bitmap( ImageSnapshot.captureBitmapData( this ) )), and I slide the new index on top of that image on index change.

I'm basically looking for suggestions on how to do this a better way. By taking the Image after the component loads, and after the slide happens, I've gotten the initial jaded moves down to a minimum, but we normally use this for transitioning grids so it's almost always slow on the first or first couple slides.

[Code]...

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Im animating an around in 3d space with papervision and Id like to make the curves of the animation nice and smooth, if I put random values into the xyz and bezier values the turns are quite weird and erratic. Does anyone know of a way I can animate something around in smooth curves, but not have to create specific values for the tween?

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Flash :: Quaternion Cube Rotation Animation

Jan 14, 2011

I created this Rubiks Cube with Papervison3D. With some resources I created a Cube with 27 minicubes inside (3*3*3 = 27). Rotating the Rubiks Cube on mouse move is already done. (I do not rotate the camera.) All the behavior of a Rubiks Cube is in there already. But I'm a bit stuck in the final phase.

When I play with it like I would do with a normal Rubiks Cube it's working ok, besides I know that the default Euler rotation values aren't reliable anymore after a while. What I need is to rotate the Rubiks Cube to the selected side and after that rotate the Rubiks Cube over the z-axis so the minicube face faces up. I prefer to animate it with TweenMax but I'm really stuck since I need quaternion rotations.

I know the selected face of the Rubiks Cube itself. I know the Euler rotation of the Rubiks Cube using Matrix3D.matrix2euler(_rubiksCube.transform); What I need is to rotate it to the selected face for instance when the current rotation is x: -20, y: 35, z: 10 and I select the back face of the rubiksCube it must rotate to x:0, y: 180, z: 0.

What I need is to change this to Quaternion values and rotate the Rubiks Cube to the new Quaternion value. After that it must rotate the Rubiks Cube over it's z axis to face the selected minicube face up. This is the code I use when dragging/ rotating the Rubiks Cube

[Code]....

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