Flash :: Combining Dynamic Symbols/movieclips On 1 Pre-existing Skeleton/bone Structure
Oct 21, 2010
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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.
I watched a tutorial where they added bones to a "Symbol" but when I try it it doesn't work.What I did was I imported a bitmap image and converted it to a "Symbol" but it wouldn't take the bone tool. How do I do this?
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 Main.fla and SkinA.fla. Both have MovieClip library item: MC_BrandLogo.I'm loading the SkinA.swf into Main.swf in the current application domain trying to replace the class inside Main.swf. If there is no library item in the Main.fla, I can instantiate MC_BrandLogo with the correct graphic. If the MC_BrandLogo already exist in the Main.fla then that graphic is used even though I loaded new one in the current application domain.Is there a way to replace existing linked movie clips with loaded dynamically?
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSkinLoaded); var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
I have read one xml file and created a tree structure now if I click on any one of its node..it should load another xml file and create a subtree under the node..
I seem to run into compile issues in Flash Builder when I import 3rd-party libraries at the wrong level in the directory structure. For example, sometimes I'll import a library one level too deep into its directory tree, and the package explorer ends up excluding the prefix root-level package, usually "com." or "net.". Even though the content of the source itself doesn't change, this will cause compile errors.
Thus: Is it a 1) convention or 2) language requirement that a class's package structure (e.g., "foo.bar.Class") must match its path location (e.g., foo/bar/Class.as)? If it's a language requirement, why is it a requirement? Wouldn't that overdetermine the package structure, since it is already specified in the source code and quite happily consuming the first three to eight columns of each line? If it's not a language requirement, are my compile errors just a result of Flash Builder enforcing the convention?
I have a grid based game with eight bots each moving under their own instruction set, I have set them to return their ID and location when clicked, the game as it stands now is over 2k lines so I wont post it all here. On occasion two of the bots are merging into the same MC, clicking on either one or between the two merged ones will return the same ID (bot 0 returns that it is bot 1 in bot 1s location for example). To make it more confusing they are continuing to run their own separate code, bot 0 is not moving the same way as bot 1 is. Doing a var dump does not show anything as wrong, they all show up with the right IDs and locations.
I have a problem with attaching more than one movie clip to this control structure, I need to attach 8 different movieclips. Till now the code attaches only one mc the "window". windows = 8; for (c=1; c<=windows; c++) { attachMovie("window", c, c); }
I'm trying to display a score in CS4 using AS2.0. The score is out of 14, so the display should read "1/14", "2/14" etc. I've got some code that scores correctly, but would like the text box to incorporate the "/14" which is static text. If I sit a static text box next to the dynamic text box, it doesn't align properly. I've anti-aliased the text (Bitstream Vera Sans Bold), but the alignment is still not reliable, even checking type spacing, correct Y position on page etc. The code I have currently is:
var score:Number = 0; function addScore() { score++; scoreBoard.variable = score; }
I thought by altering the last line to
scoreBoard.variable = score + "/14";
but this doesn't work, the "/14" does not display.I've also tried scoreBoard.text = score + "/14"; In this instance, the "/14" is not displayed when the score is zero, then displays "1/14" when the score is 1, but then displays "a/14" when the score increases.
I'm making a program that has to write random names to the screen.I'm loading the names from an external .txt-file called nameDataFile.txt The .txt-file contains this:
I'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
I'm trying to redo my App and have everything added dynamicly, so updating will be a lot easier. I have 3 movieClips in my library. 1 is the holder of the other two. This is done because the holder has a class attached to it, and the 2 other movieClips are where the content is being added.
So basicly what I have now is via XMLList and a for loop the content is placed and displayed on the stage. They are added like this:
PHP Code:
var myXMLLoader:URLLoader = new URLLoader(); myXMLLoader.load(new URLRequest("Avalist.xml")); myXMLLoader.addEventListener(Event.COMPLETE, processXML);
[Code]....
Now what I'm trying to do is add the same amount of content, but different images to the flipHolders that already exist right now but then the sideB in stead of sideA.
I have a file with existing MovieClips on the stage that I want to add Loaders to that will call external .jpgs from an XML file. I have the code working, but currently I have to add the Loaders one by one to the MovieClips. I'm sure there's a way to do this more easily by using a Loop, but I can't seem to get it to work no matter what I've tried.
I also want to be able to call a larger version of the image by clicking on the MovieClip/thumbnail. I've got the code working just fine, but when I tried to add a preloader to the full size image Loader, I got an error: Error #1009: Cannot access a property or method of a null object reference. Flash indicates this is happening at the callFull function so its definitely an error with my preloader code. [code]...
I have a designer who has created a set of movie clips that I want to create instances of using ActionScript, but all I have is the name of the MovieClip as it's stated in the library (not the instance name).
Is there any way to create instances of the MovieClips using just their name? Or do I have to create separate classes for each?
Does anybody tried Dynamic column grouping using Hirarchical/tree data structure in Flex advanced datagrid ? is it possible to create a column header dynamically and so the datagrid column with using certain datafield using dataprovider dat.
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'm having trouble with the Flash CS5 Bone Tool, Everytime I create 2 sets of objects whether its legs or arms, when I duplicate them. break them apart and make a second set of arms and legs, the two characters I assign them to, swap around when I saved them. So one has arms instead of legs and legs instead of arms, but the other character is completely unaffected. I move the bones within the symbols and they return to normal but then it affects the other character and vice versa.
I am creating a ragdoll game without gravity and with constraints, I want to use the bone tool in flash as3.Is it possible to embedded in a bone tool in Actionscript 3?
I've made a character, and used the bone tool to make it move in runtime.This works fine, but now I want to add gravity/physics, so I can throw my character and it lands on the ground like a real ragdoll. How do I do this in actionscript 3 ? And is it possible to do this within the fla (no class file).
I'm having trouble with dynamic text. I have a symbol with dynamic text fields in it. In the action script file I want to change the text of these text fields like this: textFieldName.text = "new text"; But nothing happens. I cannot see any text when I play the movie. Also I tried adding a dynamic text field directly to stage and change the text with textFieldName.text = "new text"; I can see the new text when I play the movie. Then I added my symbol that has the dynamic texts in it, and the text of the text field that is directly on stage disappears. When I delete my symbol, the text is back there. I'm using Flash CS5 and ActionScript 3.0.
I thought I had a really simple task to do: Create an analog clock where student could set the time by moving the hours and minutes handles.Well, the whole thing works to a point... I have created a bone system to ensure that both handles bases stay put in the center of the clock while the handles get dragged about. The problem is that I cannot restrict the user movement within the "reach" of each handle (or is there?) and if the mouse happens to be OUTSIDE of the dragged handle at drop point, the MOUSE_UP event does not trigger.I have also looked for a MovieClipModified event which would work wonders in this case but I could not find it...
I'd like to gather (at run-time) all dynamic text fields on the stage and push them into an array. Then I can load an xml of data and populate each dynamic text field in the array with a matching value in the xml file.
So basically I'm writing one class file I'd like to be used on many different swf files, each of which can have one or 20+ dynamic text fields. I'd like the swf to loop through each text dynamic field, throw each into an array and then grab an xml item with a matching name as that text field and set its textfield.text value from it. So actually if the dynamic text fields are just in a for loop then I guess I wouldn't even need to place them in an array, just not sure how to identify the dynamic text fields on the stage.
Does anyone know the limit or extents of the limitations of the error message "The shape is to complex. Please optimize or convert to a movie clip" while using the bone tool on a single object which has been broken apart for the use of organic animation?
The bone tool in CS4 has great potential for organic looking animation. The only problem is it seems to be totally random as to whether or not it will accept me using the bone tool on my drawings. Sometimes it will work for images having up to 5 or 600 points other times less than 300. Also, I'm not talking about using the bone tool to link and animate individual movie clip symbols. So does anyone really understand the rules here, or perhaps know of a code or program setting I can use to change the complexity allowed with the bone rigging? My only current solution is using illustrator's more advanced optimizing features to lose less of my organic looking strokes but still this is not good enough.
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
I'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.