Actionscript 3 :: Prevent Flash From Blurring An Image After Zooming With The `z` Property?
Sep 1, 2011
I'm currently testing various ways to zoom images (or rather, whole DisplayList hierarchies). Using scaleX and scaleY works quite well, but when I use the z property to zoom the image (by placing it further away) the image gets blurred when returning to z=0. The image is put in a Sprite ("groundLayer") and that Sprite itself is put in another Sprite ("zoomLayer"). Whenever I'm zooming I'm manipulating properties of the "zoomLayer" only. This image was taken right after returning scaleX and scaleY back to 1.0: This image was taken right after returning z back to 0.0:
I've tried searching for information about this phenomena but couldn't really find anything useful. Can anyone explain what's happening there? Why is Flash blurring the image after manipulating the zproperty? Is there a way to prevent that (well, other than obviously leaving z alone)?
Basically I want to know if there is a way to go from a zoomed in version of something, and then seeing the whole image in another frame. (By pressing a button)
Let's say there's a tree, I would bascially like (upon pressing a button which I can do) to zoom out and see the whole scenery. Is there a way I can do this without actually changing the size of the image?
I have an app in Flash CS5 that I am creating for iOS. I am loading an external image to a frame with the UILoader. I would like to be albe to use the two finger zoom and single finger up/down/left/right movements on the image I loaded with the UILoader.
Is there a way to that users can zoom in and out of an image and even drag/scroll around if the image is larger than the viewing window.I looking for a way to creativly display my portfolio in a limited area.
I am loading a jpg into my Flash. When I zoom into the flash in the browser (for example, setting the zoom to 125%) the jpg in the flash starts to distort and pixelate. How do I get Flash to not pixelate the jpg?
I have an image that is loaded into a scrollpane, which works fine. I have two buttons on the stage that I want the user to be able to click on in order to zoom in or out of the image that is loaded into the scrollpane. I can't seem to get these zoom buttons to work on the movieClip with the image that is loaded into the scrollpane.
Lastly, I don't know if this makes a difference, but this swf file is loaded upon release of another button on the root timeline of another swf.
I tried attaching a simplified version of this file to this message but even zipped I cant get it lower than 380kb. I can email it to anyone if they are interested.
I'm panning on an image 2kx2k pixels. Panning is working wonderfully. I added a scrollRect to the image container and test the mouse position. I'm trying to add zoom: Main Movie -> PanClass Object -> Image Container -> External Swf.
I have a couple test buttons that simply allow a user to zoom in or out on that image. I figured that by zooming in (adjusting x and y scale) of the external swf that my movie would scale and continue to pan which it does, but it is still panning at the original size of the image. I need it to pan in the same size window as before but with the new scaled dimensions. I've included the panImage function.
I have loaded an image from a particular site using loader..and added this loader in a Movieclip.. I want to zoom and pan theimage.. How to zoom particular area of a movieclip?
I have a photo gallery. All the photos are displayed as thumbnails. When a user clicks on a thumbnail, the preview will be displayed in a canvas with full size. Now, I want to zoom the displayed image as much as possible.
I have this .fla that loads and xml file along with several other classes. This purpose of this file is to zoom content. Whenever you use your cursor to zoom, it goes to the exact location where your mouse pointer is. My problem is --it only works fine when the image is 200px by 200px or less. The image that I wanna load will be at least 500 by 500. I tweaked the settings but the zoom zooms too slow or too fast. I think the image size conflicts with the zoom.
here is the code in .fla -------------------------------------------- zoomer_mc.data = "prod1.xml";
've got an image slideshow that dynamically loads images from an XML file, and it works great.It loads an image, and fades into the next one, no problem.But I want the image loaded to be zoomed in, and slowly zoom out, while still fading to the next image when it gets to a certain point.
I want to zoom in and out on an image (it's actually a thumbnale which pops up). Or if you want, to have a small image 'grow' to a larger formatI tried it with scaling + tween, but it is hardly a smooth transition.
I come across this again and again in flash. Using the default timeline based tweening (with the FPS set to 24)...is there any way of smoothing out the jerkiness? any AS i can add on frame 1 for example?
Is there any way that i can smooth out images that zoom in/out with normal classic tween. they are so jittery it looks terrible. I even have a little bit of easing and frames per second set to 30.
I would like to do the following trick in a browser:
Create three image files of different size (small, medium, large) from one picture.
First, display the small image in a browser. When a user zooms in the small image replace it with the medium one. Now the user can scroll it within the window up and down, left and right. When a user zooms out the small image replace it with the small one, etc.
I would prefer JavaScript (Flash is the second option). What tool would you recommend ?
I have a series of buttons on the screen and a single background. I need a small masked area around each button to zoom in slightly when the user rollsover the button.Im currently using a mask over a copy of the background and then changing the reg point of the copy.I then tween the scale up and down, but if I flick to another button quickly it doesnt update the reg and the image behind the mask for that button is incorrect.I thought there may be a way to capture what was inside the mask and then to convert it to a bitmap, and then scale up the captured bitmap.
I'm working on a newspaper reading application using Flex, which displays scanned newspaper pages. I need to make a image zooming function, so the user can zoom in and out, as the minimum of 25% and the maximum of 400% in the size.This is what I have so far:In the mxml:
how to zoom the image displayed with the help of an item renderer.If i apply the Zoom effect on rollover ,the particular cell zooms the image with the scroll bars. Is their any other way of doing this without showing the scrollbars.
i have a mobile application that i am creating in Adobe Flex (Flash Builder 4), and i am trying to create a zoom function. The one i have works, but the point is to be able to more easily read words that are in the image (the images are .jpg files). The images are 2550x3300 originally, but as soon as you zoom, the image quality reduces drastically, and nothing is readable.
I look at professional animations and notice the camera-like effects they manage to put into these animations. I'm wondering how I can do the same without having to just enlarge or reduce a movieclip across the stage. Is there any way to add a camera view on your animations or do you just have to bear with Flash's basic necessities?
I've got a strange problem with the blur tool. I have a movie clip that i have added a motion tween to and applied a blur to it - so the movie clip image blurs as it moves. This was working perfectly when i first tested it and as i've continued with the creating the flash file and re-tested for some reason the blur is no longer displaying. It's strange as it shows as blurred in the Flash file i'm editing but when i press F12 to display in a SWF it's not blurring. I've attached the file i'm working on
I have a "tag cloud" style menu and want to blur out the other items/buttons when one button is hovered on. I need to attach to each button so that this can work somewhat easily?
I want to be able to blur an imageitmap horizontally and vertically according to a given radious of pixels. Lets say, that I want to blur the picture with a radious of 5 pixels..I saw there's an existing class called BlurFilter, but it receives numbers for the horizontal and vertical blur, and i'm not sure what the number's values mean.
I'm loading an external .jpg into a mc. I have the code listed below, the problem is when I try to load another image the first one disappears before the second one is completely loaded. What I'm trying to accomplish is the first image will stay on the screen until the second one reaches 100% then they will simply switch.
ActionScript Code: var backgroundloader:MovieClipLoader = new MovieClipLoader(); backgroundloader.addListener(this); function onLoadInit(_mc:MovieClip) { _mc._height = Stage.height; _mc._width = Stage.width; [Code] .....
So again this works fine, but now i have a button that onRelease has : backgroundloader.loadClip("2.jpg", bgholder_mc); So how can I keep 1 on the screen until 2 is completely loaded then switch them out ?
I have made a webpage, i want to show a flash video for 40 seconds when the page is opened. Then the Flash video should dissapear and the web page shall open. [code]...
I have a movie clip with motion in it. I'd like to duplicate this image, blur it, and mask it. I think I can do all of that, but I don't know how to update the blur so it will blur the moving elements in my movie clip. Can anyone explain how to constantly take a snapshot of a movieclip and blur it (while disposing of old snapshots)?
I have done a fair amount of searching, but haven't found anything that will tell me how to achieve the transparent blurring effect I'm seeing on the barrels on this page: url...