Actionscript 3 :: Pasting "classic Text" From Illustrator Into Flash Instead Of TLF
Jan 28, 2012
I'm trying to paste some non-dynamic text from a mockup from illustrator into flash. This is something I've done a million times before but my new version of flash(cs5) is giving me issues. The default format when you paste text is now TLF which has a ton of problems associated with it and I don't want to use it. If I paste the text in and then change it to "classic text" it changes the layout of the text which makes me basically have to redo my text layout. Is there a way to change the way text gets pasted in and make it default to classic text?
I've just begun using Flash CS5 and I am really at a loss to explain the problems with text in imported Illustrator files. In CS3, which I've used for years, when you import an illustrator file the text is almost perfectly preserved. It has the correct fonts, the text weights are preserved, etc. All is well. In CS5 it converts everything to something called TLF text (whatever that is) and changes EVERYTHING to either _sans or _serif. You can't have both apparently. The fonts are not the same and it's not editable.
In order to set things right I have to change all the text from TLF to classic. THEN I have to change all the text to the proper font and weight. It is a serious problem. I've looked in preferences and on some other forums and I'm not seeing any answers at all. It seems insane to only allow sans or serif when importing and what is this TLF text anyway and why can't I have it default to classic, which seems to work like CS3.
I have just moved to CS5 and have found that an important part of my workflow has been compromised as a result. Whereas I love to use Flash as a drawing tool and move elements from here to illustrator, then from Illustrator to Photoshop as a shape layer - I have found that Illustrator CS5 renders everything that I paste from flash as a bitmap.I note that there are several options inside Flash to determine how it imports Illustrator files, but I cannot seem to find similar options within Illustrator to change how it deals with objects pasted from flash.
I got Flash CS5 a few days ago and tried to compile some of my applications - got strange textfield representation, parts of words were missing. Very simple example to demonstrate something's not working right here:
-C-reate a textfield (classic; static) type "Test". Choose Arial Regular as Font.
-Create an input textfield (classic), choose Arial Bold as Font, embed the font with all glyphs (or subgroup).
-Compile it: Try to type into the input textfield - no cursor (for me at least), nothing shows up.
If you embed the Arial Regular also (which should not be necessary for a static text), the input field does respond but shows Arial Regular instead of Bold.So it seems you cannot use two weights of the same font in one Flash movie?Using TLF it works fine - but I can't switch over yet, some of my customers do still use Player 9.
Is it possible in Flash CS5 to import text from a PSD as Classic Text. Since TLF Text doesn't support older postscript fonts, I'd like to be able to import as classic text instead of doing a find and replace and hope for the best.
I've got a project that currently uses classic dynamic text fields that pull in information from an XML file. The text contains a 'keyword' that's referenced in the XML, that can be situated anywhere in the complete sentence. This keyword needs to be a different colour and font size... but as I said, it can appear anywhere.
Currently this works by getting the keyword from the XML, finding its length, finding the index of where it starts, splicing the main string, and then setting TextFormat to the number of chars in keyword, which changes the font size and colour for just that keyword in the sentence.
This works great for the classic dynamic text boxes. It doesn't however work with TLF text, it just applies the new format to the entire text field. I don't have any experience with TLF text as I've just upgraded to CS5 and now need to make this work in Hebrew.The code snippet for the keyword colour change looks like this:Where screen01Norm & screen01Key are things pulled from XML & screen_01.txt_box_combined is the text field.
var newFormat:TextFormat = new TextFormat(); newFormat.color = 0x319aca; newFormat.size = 50;
Is it possible to take a screen shot (using the Print Screen) and paste it from the System Clipboard directly into a web pages text area field (which I would create)? Do I need a browser plug-in? Can Flash do this?
Imagine I want a user to be able to copy-paste a selection of pixels from MSPaint into a browser-based app. Is this possible using JavaScript in any current browsers? Will it become possible in HTML5?If not, is it feasible using something like Flex/Silverlight, or is it simply not possible at this time, and you'd have to save a file and manually upload it?
update: sounds like HTML5 should allow it, but that's a way in the future to be genuinely useful. Some suggestions of Java applets and Flash are mentioned, probably Flash would be preferable since parts of the web-client would probably use Flex anyway... I'd rather not have requirement for Java and Flash in my site.
I have created 4 classic text objects and called them Butt1 thru Butt4.This is so I can change the text in code from time to time.I want to create an event listener to pick up when the user;
a) mouses over Butt1, etc.
b) mouses out of Butt1, etc.
c) clicks on Butt1, etc.
In each case I will define a function to perform actions when the button is moused over, moused out or clicked.AddEventListener(MouseEvent.CLICK, clickHandler); does not seem to have parameters(as far as I can tell)to point to Butt1, etc.
how to set my created textField() in TLF or classic text?this part of the ui im creating, im tired of making them and dragging them on stage so instead i tried coding them..
(Flex 3) I have a TextArea component which needs to hold the user's clipboard content. The TextArea does the job relatively well for most cases but when pasting a large amount of data, I can't seem to get the content in the component at all due to the script execution timeout.
I've done a fair deal on investigation to try and hopefully find how I could make this work. I found that the TextArea is using a IUITextField (which is in my case an instance of TextField at runtime) do handle the job of obtaining the pasting data and then throws an event when it is done.
I have found no way to take a look at the source of TextField as it is a class in the playerglobal.swc library.
Is there a way for me to maybe see the source of that class or is there something I'm missing in my approach to figure out a way to make this work?
If I put any text letter of any size at the top of the stage, lets say for example a "T" of 10 pts. Then move the timeline to frame 50 and insert a keyframe and then move that "T" down to the bottom of the stage and resize it to say 50 pts. (I want the effect of the letter growing as it moves down the stage).If I then isert a Motion Tween and scrub it the letter just stays at 10 pt until the keyframe at 50is hit and then it resizes to 50. Not the effect I am looking for.But if I use the classic tween then it does do what I want which is gradually grow from 10 pts to 50 pts by the bottom of the stage.
I am working with classic (non-TLF) dynamic text in AS3. My problem is that there is spacing issues between the individual letters. Has anyone else ran into this? I'm using an embedded font with Arabic support
I'm using the CS5 version of Flash Pro and Illustrator on a Window box running XP serv. Pk 3.These are the AI Import Preferences:I'm trying to import some text, grayscale with suitable stroke and drop shadow, from a finished Board in Illustrator. I've made PNG's, to allow for a transparent background, at both 300 and 600 ppi. I know these are large, but it doesn't matter too much in this movie. It worked well in the Color version.
When I bring them into Flash there is a distinct difference in the quality of each, of course, but both are jagged when transforming them down to the size needed. The ones at 600ppi are better but there is still a visual distortion due to the jaggedness.
I'm trying to implement some dynamic classic TextFields, but I am seeing errors when the text tries to render. What I am doing is trying to implement a system that shows tolkens and a cash eguivent, I'm using the code
[Code]....
I'm thinking there is something in the TextField that is not set correctly, I tryed to set the autoSize to CENTER but that didn't fix much...
I ran in to a problem I could not solve for a very long time While I was using Actionscript 3 in order to change the text of a classic text object in my .fla flash file, I did not see any change in my text field, and noticed that it doesn't display any numbers and some other characters (just some specific letters DID work).
I want to copy a .swf file I have and paste it into another one, frames and all. I have tried but nothing gets copied over correctly. Either that or my buttons are on a single frame.. and no longer act like a button with the -Over-Up-Down-Hit frames.
I have Flash installed under Vista 32bit.I am using a Flash based graphics package that will not copy to or paste from the clipboard.Latest Flash is installed.
I am having a problem which I I'm pretty sure (hope), there should be an easy answer to. I want to take frames out of a movie clip in a Flash file and paste them on the main timeline. The problem I am having is Flash is pasting them back on the stage in a different spot than where they were when I copied them. This is totally messing up my tweens! Is there a way I can get Flash to paste them in the exact position as they were in when copied?
whenever I want to copy and paste or duplicate something it never just leaves the original alone. It creates an instance so i cant edit one independently from the other. How can i just simply easily copy and paste a symbol movie clip ect. and have it be completely independent from the original?
I have been trying to copy a movie clip from the library of one flash and paste it into the library of another. But when I do this, it always gives me, "One or more library items already exist in the document.
I have tried finding and renaming those items, renaming the existing movie clip, and even changing it into a graphic instead. Still it always replaces these certain movie clips in my main flash file.
I even tried the following: Creating a new movie clip in the new file. Then going into the movie clip of the other file I wish to copy over, and trying to copy its frames and put it into the new movie clip i created in the main file. Even then, it says I'm replacing library items!
I'm new for AS3. I have some question about the classic tween vs AS3 Tweening.
I tried to compare the swf file size of both.
the first one i make an animation with the classic Tween.
the second one i make an animation with AS3 Tweening.
before, i thought the script tweening one will much smaller than the classic tween one, but after i compare both, the AS3 Tweening one has bigger file size.
So my question is, 1.will the file size bigger if i use action script to move the object?
2.then what's the advantage to tween the object using AS3 for a flash website?
3.how can I compress the filesize(i'm trying to build a full flash site)?
I am having a bit of trouble retrieving variables from an ASP page. It returns the entire page whereas I just need the variable strAnswer from the page.Here is my code:
PHP Code: var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, onDataSaved);
I am having a bit of trouble retrieving variables from an ASP page. It returns the entire page whereas I just need the variable strAnswer from the page.
Here is my code:
var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, onDataSaved); loader.dataFormat = URLLoaderDataFormat.VARIABLES;
It seems like even if you set an Image object's smooth property to false, it doesn't make the Bitmap look jaggy on non-90-degree angles (jaggy = aliased, opposite of a smooth edges = anti-aliased).Is there any way to achieve this? Or do I have to construct the rotation-spritesheet by hand and interpret the "angles to sprite index" calculations myself?