Actionscript 3 :: Flex - Skeleton Animation In Flashbuilder?
Jan 16, 2012
I have to animate a hand(upto wrist) for keyboard playing. It has to be done in runtime of the project. For making it more clear, I have saved all the informations in a file about the animation(time, position of fingers etc). How can I animate the fingers(wrist included)? I also need to know how to use a 2D hand with bones in flex.
I have a Flash Builder application which uses URLs within its code and I want to be able to change these URL values without having to recompile my application, i.e. I want to have a plain text file I can edit which is used to populate these URL values when the application begins. I've worked out what feels like a kludge to do this with ResourceBundles, but maybe there's a better or more straightforward way to go about this.
i'm trying to use actionscript 3.0 and using trace(), it never outputs content of trace of variable either in flash player or in output area? how to coorect or should i enable something?
It's growing pains time again. Some of our stuff requires FlashBuilder 4 and some still requires FlexBuilder 3. Both are installed OK, and no projects use both IDEs. The trouble is, when I go back to work on a FlexBuilder 3 project it takes freakin' forever to build and I get weird errors like these: This doesn't seem to cause any identifiable problems except to throw up a modal dialog at various points in the build process, forcing user interaction. But I do notice that memory fills up fast in FB3 and generally FB3 starts behaving strangely and ultimately quits once it gets up over 700MB.
This is only a temporary bridge situation until we get all projects into FB4, but "temporary" could mean weeks if not months. Does anyone have any advice for how to get through this bridge period? Is there anything I can do to make these two IDEs work and play well together? Failing that, does anyone know what "java.lang.String" is the "reason" for the problem? Does Eclipse have a resource bundle somewhere that is getting corrupted when i go back and forth between the two?
I'm doing everything by the book (I think), I've reviewed this problem multiple times, but I can't seem to get it fixed. The creationCompleteHandler function is b
FlashBuilder's undocumented mm.cfg file has a lot of cool options as shown here and elsewhere. But what about commentsout there verify if comments are supported in FlashBuilder's mm.cfg file?If so what are the rules? For example:REM .bat style comment; .ini style comment# shell style commentines?
what is the best workaround for this particular error? I was able to easily resolve a similar error with the "backgroundColor" attribute by changing it to "contentBackgroundColor", and was hoping there was a simple workaround for backgroundDisabledColor as well. I realize I can apply a css style, but I'd rather have a simpler solution as there are many many other attribute errors similar to this one.
Below is a very simple example, randomly, if I click the step2 button the state will change but the Step 2 panel will not be there.
I suspect the children of the state are not getting created for some reason, which is why I set the itemCreationPolicy to "immediate", but it makes no difference This is catastrophic for the application because the user is left in limbo and is forced to refresh
I'm migrating a FlashBuilder project (actually a project I'm working on with FlexBuilder eclipse plugin on Linux) to use FDT. I managed to import the project, and make it aware of other projects it depends on.
However I get lots of compile errors for things that seem harmless (and used to compile). At least, for example :
So, I get "unresolved function" for all the calls of the form someAttribute="{this.someFunction()}", even though the function is described in the same block file. Is it that I've been abusing AS3 / FlashBuilder for all this time ?
Also, generic components have problem. Assume I have a class with a deferred 'content' attribute, and I want to instanciate this class and "fill the blank" : I define a custom component in a CustomComponent.mxml file, with a deferred content
<mx:VBox> <mx:Script> <![CDATA[ public var content : IDeferredInstance;
[code]....
I'm using FDT 4.0, under Linux, with a (valid) eval key I'm using a custom Flex 3.5 SDK (not one shipped with FDT, but not a too strange one either)
I am going through the flex in a week training and I'm trying to use the Spark form in Flashbuilder 4, but it does not appear in the components windows. When I drag a form from there it is an mx form control. The project is set to use the 4.5 sdk and I can even create the tag in the code view, but when I do that is doesn't show up in the designer... How can I get the spark form control to either show up in the designer when created in the code view, or get the control to show up in the components window so I can drag it in?
1. Is it possible to mix shapes and movieclips in a IK-skeleton? In other words, connect shapes and movieclips?
2. When bending a shape with a couple of bones too much, the shape will become transparent at places it overlaps itself. Is there any way to prevent this? I want to create bodies that bend in all sorts of ways but I don't want to see through the shape at places where it overlaps itself.
3. It will not look very realistic if all body parts just can rotates 360 degrees around the z-axis. They should be able to scale down to create a 3D-illusion.Is it possible to resize the length of a bone and at the same time make the movieclip to also shrink in one axis?
4. Look at the file. Is there any way to prevent the body from being stretched out when he lifts the arms?
I have my own conf.xml file (src/conf/conf.xml) consists some properties (alphas, colors,etc). When i try to export release build, I see list of files which not includes that file.Why? When i run my application at debug it file places in "bin-debug" folder.
Having this new problem with flash builder where I run a debug flashplayer, close out the flash and it doesn't always kill the process. Sometimes it does sometimes it doesn't, leaving me, after a while, having 10 or more flashplayer tabs on windows still open. I try to close them using the task manager with no luck.
I am using FlexUnit4 with FlashBuilder4. A lot of the classes that I'm unit testing make use of the Flash Logger.In the main app, we use TraceTarget so that the logging shows up in the trace window, which greatly aids in debugging:[code]I'd like to do the same thing for the unit test runner that FlashBuilder generates (FlexUnitApplication.mxml), but I'm not sure how to go about it. I could, of course, add TraceTarget to FlexUnit Application. mxml, but as the warning at the top of the file says,My question is: how do I get logging-to-trace to work with FlashBuilder and FlexUnit?
If I create a new ActionScript project with Flash Builder and want to add some library (for example Tweenlite) where do I have to put the gs folder of Tweenlite relative to my project folder? and what do I need to setup in the project settings in order to be able to use it?
I am trying to implement a list of checkboxes and a Android Form App I am working on. I want the list to only have single selection, i.e. I can only select one option from the list.... for some reason I can not find any code to do this, I am using Flashbuilder and the Flex framework?
I have a component library. It has a manifest file that looks like this:
<?xml version="1.0"?> <componentPackage> <component id="AutoComplete" class="be.edge.components.AutoComplete" /> <!-- more components left out for brevity --> </componentPackage>
I compile the library through FlashBuilder with these compiler settings:
When I use the compiled library in other FlashBuilder projects everything works as expected. I get code completion and when I select a suggestion from the code completion a namespace attribute is automatically added to the component, like this:
I have a Flex app. and have a top banner where I have one graphic I want left aligned, one graphic I want to hug to the right, then some text I want always centered in between the two. Which layout do I use to do this?
First I create a new ActionScript Project, then add a Library Project's bin folder to the build path, and reference the Library Project. I code the new project, and everything works fine. But later, when I'm optimizing the code, I'll create a new ActionScript class file in the Library Project, save it, and then change an already defined function within the ActionScript Project to use this new ActionScript class in the Library Project instead of some other class in the Library Project. The class file is in the Library Project's src folder, under (default package), same as all the other files the ActionScript Project is using successfully.At this point, FlashBuilder shows an error "Type was not found or was not a compile-time constant: PEArrays."
Here is the Library Project file:
package { public class PEArrays {
[code]...
I have included import PEArrays; or, import PEArrays.*; and both result in the same error.Also, I tried exiting and re-entering FlashBuilder, didn't help. Cleaning the ActionScript Project had no effect on this error. I also right-clicked on the project folder and selected Refresh, but it didn't help.
I verified that the needed classes are correctly selected by going to Project>Properties>Flex Library Build Path and reviewing the Classes tab. I'm just a single developer so there's no version control system in place.
After troubleshooting a bit, I now find that the ActionScript Project folder's bin directory is empty. When I run the .as file in the ActionScript Project's src folder, I get an error that the ASname.html file cannot be found (where ASname is the ActionScript Project name and also the .as file name, e.g. ASname.as, in the src folder, which is run). This ASname.html file is not found in the html-template folder. What process generates this needed .html file?
I'm new to flash and interested in multi-platform graphical game development. I've installed the Flash Builder Burrito test version and want to develop a full screen Android graphical game with Android-Flex components (like buttons etc.).
a) Is it possible to have a full graphical screen and then overlay Android-Flex components (buttons etc.) or ist only possible to integrate a graphical screen within a Flex components app so that Android/Flex components have to been outside the screen and so no full graphical screen overlayed with Android/Flex components is possible?
b) If full graphical screen + Android/Flex components is possible: which project type have I to choose: File->New->Flex Project or File->New->ActionScript Mobile Project?
c) Are the components I can choose to design my Flash-Android project Android-like Flex components or are they real Android components?
If I build my mxml file to an .air application, NativeDragEvent works like a charm. However, I would like to be able to debug this feature from Flashbuilder. From Flashbuilder, the NativeDragEvents are not called.
We have been building our Flex app forever using Maven. Due to the fact that we use RIATest for integration testing we need to create a special test version of the app with the RIATest agent compiled in it and with the Flex automation libraries available. Apparently for the latter we need to provide the flex compiler with our license since this is only available from a version higher than Standard.
Up until Flex 4.0 and RIATest 3.8 this worked fine, we had our license information defined in a flex-config file in the user home directory. However currently with the combination Flex 4.5 and RIATest 4 we are having problems, the tests always fail with "License not present. With the trial version only limited replays are allowed."
We have tried multiple variations of defining the license key for Flashbuilder 4.5 but we have had no success. Currently our flexmojo configuration in the POM references an external flex-config file and there we try to define the license key.
I have a "person" so to speak, in flash, with a few different parts; head, pants, shirt and hat. There can be, for example, 10 different colors of shirts for the person. I've done a lot of the AS3 code behind it, but I'm awful in flash, and I've had a ton of trouble with this.
What I'm really trying got figure out (in vain) is how I can have basically a blank skeleton structure (i.e. I'm trying to have "blank" or "placeholder" symbols connected by Inverse Kinematics as bones) consisting of the pants, shirt, & head, and when I find out that shirt #6 needs to be on the person... put it in that placeholder. Does that make sense? That's the big problem. The other thing is that I've had nothing but trouble figuring out how to have, for example, one or two outlines of shirts, and when it sees shirt #6, it fills in that shirt with blue dynamically. But that might be for another question.
How I have it now: In AS3, each of the parts, the shirt, the pants, the head & hat, have their own custom classes behind movieclips, and for example, I've got it set up that the body contains the pants, shirt and head classes, and the head contains the hat class, etc.