Actionscript 3 :: When Using TweenLite To Tween A Filter While Dragging?
Mar 4, 2011
i'm receiving a very noticeable performance hit when using TweenLite to tween a filter while dragging.
private function mouseMoveEventHandler(evt:MouseEvent):void
{
evt.stopImmediatePropagation();[code]....
i understand there is a Drop Shadow Plusing with TweenLite, but that only has the ability to tween the filter on and off, rather than change the distance or blur amount of an always visible drop shadow.also, i'm not testing this on a mobile phone, i'm testing on my fast desktop in both Flash CS5 and the external debugger - both are lagging the display object, which is just a simple square shape, even after the zoomTween has completed.
I have several mc's wrapped into one mc. On MOUSE_OVER they animate out, and on MOUSE_OUT they animate back in. This works fine. What I need to add now is a tween at the end (completion) of the MOUSE_OVER. Refer to my code... I dont want the following code:
whenever i tween something to x or y using tweenLite, it tweens it to the coordinates realtive to the object itself, how to i tween something to coordinates on the stage?
im trying to tween a sprite to new 3D coordinates (x,y,z) using AS3 and i would like to use TweenLite to do it but i don't know how?Im not a very experienced programmer, i only started to tackle the 3d possibilities of flash 10 and Tweenlite has been far for my animations.I've been trying to use the QuaternionsPlugin like this:TweenLite.to(myMc, 2, {quaternions:{orientation:new Quaternion(x, y, z, w)}});There's the x,y,z properties but i couldn't figure out what w stand for.I tried an example with the Sprite class below but when i compile it, it says : 1180: Call to a possibly undefined method Quaternion.
Boy, it feels like I'm here a lot more than I used to be. I'm currently switching tweens to use TweenLite and what happens is I now have a null reference.
What I don't understand is how to switch this code appropriately. The object begin tweened then has to be capable of being dragged again once it's scaled back down and incapble of being dragged while it's scaled up.
I'm trying to create a simple loop that adds a random number of stars, fades them out and removes them.The script I've come up with does everything but remove them, and perhaps I need a less on adding children to a stage.
I need a way to make the movie clips unique so I can tell my oncomplete function to remove the property clip, if I don't do this the movie will eventually slow down and crash because of so many (invisible) movieclips.
I have created a portfolio which is supposed to give the impression that it is my windows desktop that you are looking at. I have made it so that I can drag MSN Messenger around now, but I have come upon a problem I can't figure out.
I have two movieclips representing my windows. One for the open window, which contains the animation to open a windown from minimized, and the window in open state. And one which contains the animation of the window closing. The problem is that when I start to drag the movieclip, I don't know how to "lock" the close movieclip to the open moviclip, so that they remain op top of eachother. Also, the position on the stage the windows gets minimized to(and maximized from) moves with the movieclip, making it look stupid if you minimize a window after having dragged it. Look on "Om Mig" on the site to see what I mean.
Here is the site
Is there a way to fix the other movieclip to the drag, and is the a way to fix the position the windows tween to when they are minimize and maximized, after the movieclips have been dragged?[code]...
I have not seen an answer for this sideeffect. I have a sprite (aka MovieClip sorta)n my stage. I am using a motion tween on the timline(keyframes, etc) that moves my sprite object from left to right. Iwould like to apply a glow filter to the object on the stage. I amusing GreenSock, TweenLiteFilter, although the same thing happensif I use the standard Flash glowfilter. If I apply the filter inactionscript, the tween ceases to play. If I apply thefilter usingthe timeline, and clicking on my sprite on the stage, the motiontween plays.Can I not mix and match effects in ActionScript and thetimeline? Does this mean if I want a filter and a motion tween atthe same time it has to be done via keyframes on the timeline OR in
I've been following the "Using the Tween Class Part II". I even looked at the "Applying and Animating Filter Effects". Both of them don't offer much insights to animating a filter effect without the use of rollovers.What I'm hoping to achieve is that the glow filter animates after the object it's attached to finishes its animation.So far, I've got the glow effect to show up. However, I can't get it to animate after the object's motion has finished. The following is how I have the codes set up:
I was given the following code to establish a motion tween for five different movie clips. The code also ensures that a glow filter is applied at 5-second intervals. My user has now requested that the code be changed to ensure the following occurs: Once glow filter has been applied to the darkBlue_mc and when the glow filter is beginning to be applied to the red_mc, then the glow needs to disappear from the darkBlue_mc, and so on through all five movie clips, so only the current movie clip should have the glow filter shown. When the glow filter is applied to the last movie clip, which is lightBlue_mc, then he wants all movie clips to have the glow filter applied after a five second delay.
Its pretty simple what im trying to achieve.I have a MC on Stage, which im trying to tween to different X coordinates.I've set up four TweenLite.to sequences, however for some weird reason only one is being triggered - what am I doing wrong?
how can i let a move clip complete his motion tween movement after dragging and dropping it i am using this code and there is a motion tween applies to the movie clip r_mc
I need to "tween" an object like in tweenlite, just x/y values, but have ran into a large issue.
[Code]....
it's kind of accurate at high 'refresh times', but low ones, or long tweens it's very inaccurate. Basically, it needs to move 300pixels/1000ms, I chose to move it every 10ms, the amount I move it is 3000/1000(ms/pixels)*ms=3pixels every 10ms, so we should get to 300pixels moved over in 1000ms. But it doesn't work- the time intervals aren't consistant, sometimes it moves it after 10ms, sometimes it doesn't catch it to move again for 30ms! Tweenlite is able to bypass it's loop being able to run every 10ms, but how?
I looked at the following example in the AS3 Reference: [URL] It is unclear to me looking at the package example how to apply this in standard ActionScript 3 without packages to a Movie Clip resident in my Library that gets called at RunTime. how I would push the DropShadow filter onto my Movie Clip at RunTime?
To achieve a zoom effect in our 2D flash game, we make the background of the game much bigger than the visible stage. This becomes a problem when the background is complex or when we apply a grayscale filter to the background. Is there a better way to do zoom? Or, is there a way to apply the filter to only a specific area of a movieclip?
I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")
Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.
I'd like to remove objects via removeChild after Tweenlite has finished tweening. But it doesn't really work because my objects are still in the DisplayList. I can't figure out the problem so I would be very happy if someone could help me out with this problem.
Code: //TweenLite.to(sndText, .5, {alpha:0, onComplete:removeChild, onCompleteParams:[sndText]});//does not really work; still in DisplayList TweenLite.to(sndText, .5, {alpha:0}); TweenLite.to(musicText, .5, {alpha:0});
I just found out today that Adobe's Tween Class is very inefficient compared to Jack Doyle's TweenLite of [URl]. Is Adobe revising their tween classes for CS5 or is it not worth to look into?
Can you tell me what the quickest code is to go from frame 4 to frame 5 with a 6 second pause on frame 4?, I can't figure it out and I have a deadline today! Heres the current code on frame 4... this isn't working, not familiar with