Actionscript 3 :: Adjust Flash Objects From All Keyframes?
Jan 2, 2010
I know there has to be away to adjust objects on the stage from all keyframes because it's probably the most annoying thing I've experienced
I adjust a bitmap image and then when you play the movieclip, right when it hits another keyframe it shows the old position instead of the new. How can I update all images on the stage including all the keyframes?
Here's what i'm trying to do: I have a slideshow of pictures with a simple fading transition. I do not have the source file and i'd like to extract all of the single pictures from the slideshow. I've imported the video into flash so that all of the images from the video are keyframes.
So now, I have a movie with about 10,000 keyframes. I have a known interval of keyframes that I do not want (when the picture is on a frame by itself and it's not transitioning with another picture).
Can I:
Delete an interval of keyframes Create a new movieclip/document/scene... with the keyframes that I want
I have project with 4 layers 5 kayframes. There are any way to print the text and graphics that exist in one kayframe (I want to print each keyframe separately)?
i have a movieclip named bgMC that has 5 keyframes with a different image for every keyframes.i'd like to know if it is possible via actionscript, caurina or else to have a transition between keyframes like:
1) i use bg.gotoAndStop(1)
2) fade in the image i have in keyframe(2), if i use i use bg.gotoAndStop(2) the image is replaced istantly
I'm trying to create a flash animation of a wing flapping using three keyframes. The first keyframe is at frame 1. I then created a second keyframe at frame 5 by pressing F6, and then I created another keyframe at frame 10 by pressing F6. At frame 5, I rotated the wing so that it is going up. Frame 10 is the same as frame 1.frame 1: frame 5: frame 10: I right clicked on a frame between frames 5 and 10 and then clicked the first optio , "Create Motion Tween"; I then performed the same action on a frame between frames 1 and 5. When I preview or test the movie, there is no transition between the frames. From frame 1 to 5, there is supposed to be a transition of the wing flapping up. From frame 5 to 10, there is supposed to be a transition of the wing flapping downwards to its initial position. Instead, when I test the movie, the wing remains still until frame 5 and instantly goes to its "wing up state" and when it gets to frame 10, instantly goes to its "wing down state". Here is what the timeline looks like after I've made the changes mentioned above:
I'm using Flash CS4 to make the animation but the tutorial I'm following is using Flash CS3. I know I can use other methods to create the motion tween but I want to know why the method I'm using isn't working.
Is there any way to copy a folder with a bunch of layers and keyframes to a different flash project?
or in another way is there a way for me to save time and copy a work i have done on a different project and use it in a new, consisting a keyframed animation?
i have the logo rolling but would like it to have an elastic effect sort of bounce at the end of my motion path. how to add extra keyframes on my motion tween to achieve this effect
I'm trying to trace Mc Identifier names on timeline keyframes. But it does not work for keyed frames...
-I have an ordinary keyframe animation on the root timeline. -each keyframe is a movieclip (exported for actionscript and a class created in the library/properies)
-I try to trace every frame, but for some reason my script ignores the ones with a keyframe in them and reads the emty(grey) timline areas.
since the whole deal for me is to create a very simple timeline exporter
How can I adjust flash so it values can only be whole numbers for dimensions and positions? For some reason flash likes to adjust the numbers I enter in the properties flash changes the number slightly. i.e i set the width to 500 and it'll adjust it to 500.05 or 499.05.
On my stage I created a rectangle with a bitmap fill, such that there is exactly one repeat of the bitmap (the default). I then converted the rectangle to a Movieclip symbol, so that I could access it via actionscript. The problem: when I change the height of the rectanble via actionscript, the bitmap stretches to match. What I want is for the bitmap to maintain its repeat, such that if I double the height of the rectangle, I would see two vertical repeats of the bitmap (the way it would happen in html/CSS with background-repeat set to "repeat").
I have finally found a scroll bar that I really like the look of, made by Oringe (thanks knvb1123, thread: http:[url].... It can be downloaded here: http:[url].....
This blur scroller is set to adapt to the size of the main window, as far as I understand. I would like to know if there is a way to put the scrolling area to a fixed size rather than using the height of the main window to scroll? I basically want to use this scrollbar in a fixed size area of say 300 width and 400 height.
I want to set the map's size to the container's size, automatically. I'm using:
[Code]...
When the Flash movie begins, I do map.setSize(new Point(stage.width, stage.height)); on the map initialization. I'm using version 1.20 of the SWC component on Flash CS5 and AS3. However, when I compile the SWF, the player crashes. I've seen that with v1.8 of the API you can resize the map to the stage size with no problem.
The user can at first drag the movie clip. When released, the duplicateMovieClip command runs, leaving a new ham movie clip in the position the first is dragged to.When I click and drag the first ham movie click again, the duplicateMovieClip runs again but REPLACES the previous generated movie clip. I added x and x++ in an attempt to give the movie clip duplication a different name every time, but this doesn't solve it.How do I change this code so that a NEW ham_mc is created every time, rather than overwriting the old one.
I have been doing some heavy flash animations recently and my current project is making me frustrated. Here is the situation and what I am trying to accomplish:
- 15 second looping animation of a game character that loops continuously. Just breathes in and out while bending down a lil. (I created already)
- Game character has two parts of clothing that need to change color. (I created already)
- Each piece of clothing (2 parts shirt and pants) may have 5 colors each. (I created already)
- Users can change the color by using one of the two picker that has all 5 colors. (I created already)
Problems. - I tried to use the colorMatrix class but it does not adjust the colors the way I need them since the character has highlights and shadows.It tints to much of the overall Color. So I built the character animation 5 times with each with a color from the 5 original colors. All animations are 15 sec. Total of 10 animations, 5 for the shirt and 5 for the pants.
Ex. Top Shirt = Blue Bottom Pants = Red
User clicks on the color picker for the shirt and wants to change the color to green(green being one of the 5 colors). So with some code I changed out the blue shirt animation with the green animation. But I don't know how to start the green animation where the blue one left of?
Better Example: Blue shirt active and currently on frame 10. While on the blue shirt is on frame 10, user selects the color green from the color picker at the same time. How do i get the green t-shirt to start at frame 11 continuing from where the blue color left off?
Internally Flash obviously keeps a list of the primitives drawn using Graphics so I wondered if you have many such primitives in a Sprite, can you re-position/remove/alter individual items rather than clear and re-draw everything? Or is this deeper into the bowels of Flash than you're allowed (or recommended) to go?
I've got this f4v with h.264 encoding which I've placed keyframes for every 5th frame. Framerate is 30.
In my AS3 I'm seeking the NetStream and the problem is, that it only seeks with a interval of 1 second. I would like to seek 0,1 0,2 0,3 0,4....etc to get a more smooth videoseek?
Does anyone know if keyframes in f4v with h.264 are registred by the flash player?
I placed the Google map API into a webpage that I am creating in flash. The map fills up the whole stage when it is being run.
Code: gm.setSize( new Point ( stage.stageWidth, stage.stageHeight ) );
I can not figure out how do stop it from being the width of the stage.I have set up a button which go to the keyframe holding the map but pressing on the button to go back the to previous keyframe doesn't get rid of the map and it then stays on the stage for every other frame even thought the map API is not placed in those keyframes.
I use a handful of shortcuts daily while developing in Flash on OSX. The shortcuts I use the most are when I'm working on the timeline with key frames. F5, f6, F7 etc. However, I cannot use the F6 key to insert keyframes. It's not an option as a shortcut in the drop down and the option to change or assign it is grayed out in the Keyboard Preferences menu.My first thought is that I have another program running or setting in OSX that's blocking that ability or overriding it. I have tried reinstalling CS4 entirely with no luck. Does anyone have any suggestions of how to track down the problem? It's a huge time killer when doing animation.
i have an embedded video which is about 500 frames.
I simply want to convert those to keyframes to edit it and use some in reverse.
I could swear that one time this worked - but when i select the video and hit 'convert to keyframes' - all the new frames are simply the first frame of the video.
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com { public class CreateList extends MovieClip { //this is the object I will be recycling private var newProperty:PropertyRow; //this is the array I will use to reference the objects
I am trying to build a flash that auto-adjust its size to the browser window size, while leaving the content of the flash itself top-centered in the screen.I have found this solution [URL].. on How to keep centered stuff in this exact case so i am pretty confident i will be able to adjust that script to do what i want.
Now my problem is that if i put my content inside the movie-clip (centerrectangle) with all the animation require, link and other stuff, the movieclip (center rectangle ) never have the exact same center, thus making the script go wild trying to always adjust the location to the variable size of the movie clip.
I am trying to build a flash that auto-adjust its size to the browser window size, while leaving the content of the flash itself top-centered in the screen.
I have found this solution [url].. on How to keep centered stuff in this exact case so i am pretty confident i will be able to adjust that script to do what i want.
Now my problem is that if i put my content inside the movie-clip (centerrectangle) with all the animation require, link and other stuff, the movieclip (center rectangle ) never have the exact same center, thus making the script go wild trying to always adjust the location to the variable size of the movie clip...
I need it to stay exactly at the same position whatever the size of the movie-clip. [code]...
I'm tweening a movieclip from startX to finishX. The value of startX varies but finishX is a constant. But as the startX increases in value the animation appears to be quicker. How do I adjust the speed of the tween to ensure a consistant speed regardless of the value of startX?
I'm having trouble with the new keyframing model in Flash CS4.Say I have a symbol that starts here, then moves over there, then waits, then moves back over there again, etc. etc.Using the new model, all of these movements seem to be considered the same and single tween.If I apply easing, the easing affects the entire range of keyframes. This doesn't make sense? I may want the symbol to slow down when it gets "there" and have different easing for different movements. Does this make sense?
Ok so basically I imported a video clip (flv) to my stage and I'm trying to convert all the frames to keyframes for further manipulation. If I try to convert any frame after the first one, into a keyframe.. it just pushes the rest of the video forward and gives me the wrong frame. In other words it just does a bunch of random stuff to mess up my clip.
convert all the video frames into keyframes, then I would like to know how I can at least replicate 1 still frame and paste it somewhere else. When I tried to even just do this, it once again acted screwy and gave me the first starting frame of the video, NOT the frame I chose from the middle of the clip.
When I have a symbol with multiple symbols inside, it's very slow to convert frames to keyframes or to move the keyframes in its timeline. Is there anything I can do to fix this?
on my project I got 4 frames and multiple layers. The first two frames have actionscript code, first also one has a X position animation and then second keyframe a reverse X position animation. But I also have buttons that when clicked go to frame 3 and 4, where there is no actionscript for the animation. What I wanna do is use the same actionscript(for the reverse animation which is one frame 2) for frames 3 and 4. How can I do that? My only thought was to create an if statement, saying if frame is 3 or 4, play the reverse animation.
[code]I need to change what a button does at certain keyframes, namely rolling over it animates different things nested inside of different movie clips at different times. I thought this should work but it doesn't seem to be doing anything...
This should be a really easy question but Google hasn't yielded much. I used the motion tween tool and I've created a property keyframe I don't want. ) How do I delete it?! 2) If I don't want to delete it, how can I move it to an different time? (i.e. from frame 25 to 20)?