Aura / Particle Effects For Flash
Nov 23, 2009
i always loves to create aura/particle effects in flash while creating some website, I always use after effect to create them, but it's a little heavy side.I was wondering is there any way to make it lighter in weight so it could faster the loading time?URL...
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Similar Posts:
Jul 11, 2011
I'm looking for a free AS3 particle engine that can render effects such as smoke, fire, water ripples, waterfalls and more. I need something robust like Partigen 2.5, only available without licensing.So far I've found:
Flint Particle System
Stardust Particle Engine
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Jan 12, 2010
I have a particle generator class and I want to create a hitTestObject function on another object to check for any collisions with the particles produced.I bascially have a character already on the stage called character_mc and I want to be able to collect the particles, that means when the character touches a particle, the particle disappears.
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Dec 29, 2010
Is it possible to make this a mask? The system contains one movieclip of a circle called ball, also a class called ball and a class called particle. I want the particle system movieclips to display an image...I'm sure this is possible...just have not been able to find a way. A little backround, I'm a completely selftaught n00b when it comes to AS3, but I'm grasping it fairly well... the tutorial is on this website, called A Simple Particle System Using Actionscript 3.
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Apr 8, 2009
create falling gold particle effect in flash.
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Jun 7, 2009
Running Flash CS3, I've reviewed the lynda.com tutorial on building particle systems in ActionScript 3.0 to try and build some shooting sparks in an animation.I'm getting stuck at what I think is a really elementary point, but I can't seem to get past it.
Basically, all I'm trying to do at this point is create a class called Particle (which I will teach to do things that particles do a little later) link it to a MovieClip on the stage in my .fla file and use the particle's update function to move it across the stage in a manner defined in the instance (so I can later give different movement properties to each AS generated instance of the MC). I know there are easier ways to accomplish my base task without loading an external package, but this seems so strightforward that I must be doing something very simple wrong I just can't see so I thought I'd post the code here and see what I'm missing.
I start with a file called Particle.as in the same folder as my Spark Test.fla file.
In Particle.as I have the following code:
package{ import flash.display.*; public class Particle extends MovieClip { public xVelocity:Number; public yVelocity:Number; public function Particle() { xVelocity = 0; yVelocity = 0; } public function update():void { this.x += xVelocity; this.y += yVelocity; } }}
So I'm declaring that all particles are built with no motion, but if they are explicitly granted an x or y velocity, they will move by that much when the instance's update function is called in the timeline.
Then in my Spark Test.fla file, I have a small shape in a MovieClip called Spark. In the Linkage properties of Spark I have chosen to Export for ActionScript and Export in FIrst Frame. The class is called Spark and the Base class is Particle. For testing purposes I've dropped an instance on the stage and called it spark. Then in the actions layer in the first frame (the timeline is just the spark layer and the actions layer, one frame long each with no "stop();" so it should run forever) I have included the following code:
spark.xVelocity = 5;spark.yVelocity = -1;
function updateSpark(event:Event):void{ spark.update();}
addEventListener(Event.ENTER_FRAME, updateSpark);
What it looks like this should do is on each ENTER_FRAME Flash should call updateSpark which is a function that runs the update() event for the spark instance which is a instance of a movieclip that has an update event which moves x and y position by their relative velocity variables. This all seems pretty straightforward to me, but when I ctrl-Enter to test the movie, I get the following 3 compiler errors:
Particle.as Line 1: 5000: The class 'Particle' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Particle.as Line 7: 1071: Syntax error: expected a definition keyword (such as function) after attribute public, not xVelocity.
Particle.as Line 7: 1084: Syntax error: expecting rightbrace before semicolon.
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Dec 23, 2004
If anyone would please post everything they can about particles and particle systems, including tutorials, source files, links, movies, comments, help, and code, I am trying to learn about particles and particle systems, but I can't fin anything that meets my needs. Please post whatever you can!
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Apr 20, 2009
I have done some full Flash and actionscript 3.0 based web sites, so I feel very comfortable working on it but this weekend I decided to learn After Effects CS4 and a question immediately popped up, so I decided to ask the experts.
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May 10, 2009
I'm using the Pulse Particle component to place a random starfield into my client's animation. Problem is as you'll see in this simplified example, I have the particle layer next to the bottom but when you render out the movie, the particles go right to the top layer, no matter what. I tried both this timeline effort and then I tried placing it with AS3 using the addChild method. Neither worked at all. How can I tell this component to only populate to the proper layer/level so the objects above it are seen without any particles?
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Aug 20, 2009
I am new to actionscript but I am fairly confident in messing around with it. I have been trying to make a particle engine for two days now and I'm at my wits end.
What's funny is, the particle engine works fine. i have piggy backed off of somebody elses particle engine and modified things to how i need them (And stripped it of a few unnessicary things..) what my problem consists of, is I am trying to make the particles go behind another movie clip. this movie clip is a frame (to make it blend in with the webpage it is displayed on) and it must always stay on top depth no matter what to give that affect.
[Code]...
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Jul 8, 2011
I bought Production Premium so that I can make movies. But today I need a website topper (just a little motion graphic 850X226) I made my graphic that I like in After Effects, but now I need to put it in flash so it will play smoothly as a website title. It is importing at WAY too large of a file size when I import it into my website as a movie (>2MB) And how to make it into flash.
I tried "exporting" my comp as a .swf but the swf isn't playing parts of my video are not playing (certain effects and lights). what I need to do to get my title bar to play on a website perfectly.
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Jan 21, 2010
Here is the code that I have just now:
Code:
package
{
import flash.display.*;
public class Particle
[code]....
This creates a constant stream of particles flowing from one point on the screen. I don't want the particles to constantly flow out from one point - I want to create a button that causes a set number of particles to explode out from it when it is clicked.
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Apr 17, 2009
I've got a bunch of modules called "c4" labled red1,red2,red3, etc. And a laser made from particles, with angle controlledby bckspace and enter keys:
onEnterFrame = function(){
for (m=1;m<4;m++){c4 = this["red"+m];
if(robot_mc.laser_mc.lasereye_mc.hitTest(c4.cap)){c4.gotoAndPlay("fram e2"); }
[code]....
The problem I run into is having the collision work with the beam, as opposed to the bounding box that begins with thelasereye_mc. Is there a way to get the c4 to react with the beam, instead of the bounding box around the beam? Or a way to get the photons to interact individually? Also, is there a way to load a particle system through an onEnterFrame without it overloading/oversaturting ?
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May 5, 2009
I've written a game with a particle system, as the particles go off the stage, they are removed. At the end of the game I want to remove all the particles which are still on the stage. How can I do this?
My first thought is to put all the particles in a container and then remove the container at the end of the game. However, if I put the particles in a container, I can't reference them anymore with event.target
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Oct 4, 2004
i've got this really simple particle system... what i can't figure out is how to duplicate it and still have it work. if you take a look at my .fla, you'll see that I have attempted to dupe the mc and particle system by duping the mc and having the same AS on it. I also duped the original code on the 2nd frame which multiplies the mc's to create moreparticles...maybe somebody can tell me what's going wrong here. i'm trying to achieve a sprinkler head effect so i need to dupe this effect to fill in what a real fire sprinkler would do.
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Jul 28, 2005
Ive attached the associated file, Its simply a partical generator that initially creates an explosion of particles which disipate after they stray a certain distance, but how can i remove the original particle movieclip from which Its formed?
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Jul 27, 2006
so I am requesting a little help to connect a few pieces of code I have; the end result being a particle effect that propels 9 different movieclips (pulled from the library) off 'into space'.
Here is the code to call a single movieclp, which I was able to create myself :
Code:
var i:Number=0;
function createMusic() {
origin.attachMovie('music', "music"+i, i);
[Code]...
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Jan 26, 2009
I was working on a little particle engine for blood in a project I am working on and I can see it being versatile enough to be good but when I import it into a test environment it causes a little fps lag.
Code:
package {
import flash.display.Sprite;
import flash.events.Event;
public class mc_Blood extends Sprite{
private var xTarget:Number, yTarget:Number;
[Code] .....
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Apr 12, 2010
i am trying to create a particle system for a game i am creating in class, though it seems that the particles are not being added to the stage. my instructor and i have checked all the obvious things and now were stumped?
particle class:
Code:
package {
import flash.display.MovieClip;
public class Particle extends MovieClip {
var xspeed:Number;
[code]....
the particle movie clip is simply a 5x5 rectangle, with the class name redParticle and the base class is Particle. [URL]
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Dec 30, 2010
I'm a self proclaimed n00b when it comes to as3, but I'm learning rapidly.I followed this guide and created a great particle system: url...What I'd LIKE to do, if possible, is make those particles that are generated be the only part of an image that shows(mask). The tutorial contains a fla with a movieclip of a circle, two classes...particle and ball which call the movieclip and generate it on the stage.
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Mar 8, 2011
I got the AS code for a really cool particle fountain and modded it to use it for the animation of a popcorn machine. It turned out really great. The only thing I didn't care for was that the particles were balls. It worked fine on a small graphic but now i want to make a larger scale version and wanted to make the sprites actual pieces of popcorn.Here's the code I'm using so far:
Define the gravity.
This determines how fast the balls are pulled down.
*/
var gravity:Number = 0.2;[code].....
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Oct 4, 2004
i've got this really simple particle system... what i can't figure out is how to duplicate it and still have it work. if you take a look at my .fla, you'll see that I have attempted to dupe the mc and particle system by duping the mc and having the same AS on it. I also duped the original code on the 2nd frame which multiplies the mc's to create more particles... maybe somebody can tell me what's going wrong here. i'm trying to achieve a sprinkler head effect so i need to dupe this effect to fill in what a real fire sprinkler would do...
[Code]...
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May 28, 2009
How can Filter effects be given in Flash 5?
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Sep 27, 2010
Where can I find brightness effects in CS5?
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Feb 10, 2011
I made a flash animation of a character walking, exported it as .swf, made sure it worked in the flash player, and imported it into After Effects. I used keyframes to map out where I wanted my character to walk. I played it back, first using space bar, then using 0, and my character didn't animate.
I didn't script anything. I was trying to follow these directions to create a walk animation[url]...
At step 4 the guy said, " I won't delve into how to create each frame of the cycle because for one thing, you can have a look at the fla. that I enclose at the end of the tutorial, and for another it's not that hard. I'm sure you can do that!" I didn't download his project because I already know how keyframes work, I knew what I needed to do to make my animation walk the way I wanted it to walk. From there I right clicked on the movie clip, clicked "Export SWF...", and named it.
How can I can I get my character to animate when I preview my work in After Effects? Was there something I should have done while in Flash to make it work in After Effects?
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Dec 15, 2009
I'm looking for a effects library for flex or flash, I used one in a project but I cant remember the name. It doesnt matter if it's not free or open-source.
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Aug 13, 2008
When I import an image sequence (or single image) from AE the png files import HUGE -- an 800 x 547 image imports as a 2267712.0 x 1550548.1 image.
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Aug 28, 2008
im getting this error when i export the file:[Tweener] Error: The property 'frame' doesn't seem to be a normal object property of [object ticket_1] or a registered special property.same error to the original download from the site?i did download "caurina" to my AS folder.
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May 31, 2010
I got a web banner made from a person in india and I was trying to examine the fla file. In the library there are four .swf movie files and I don't think they were made in the adobe flash software as they would have taken all day to do. Is there a program out there that can quickly make cool text effects with a transparent background and then be able to import the finished txt effect into adobe flash and use in the fla file?
The banner I am relating to can be downloaded here [URL] and the text effects that I am talking about are
Movie1.swf
Movie2.swf
Movie3.swf
Movie4.swf
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Mar 29, 2009
Code:
package{
import flash.events.*
import flash.display.Sprite;
public class ParticleAttractors extends Sprite{
public var i:int;
public var j:int;
[Code] .....
They all move in unison, but by my terrible reasoning, all objects in the particle array should receive different velocities. Is there some much more efficient way to achieve this effect? If not, tell me what is wrong in my for loop. Update is an on enter frame function, by the way.
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