My Flash application receives B-spline data from an external application but the Flash drawing API only allows quadratic bezier curves using the Graphics#curveTo() method.Is it possible to convert a B-spline into a series of curveTo() calls?
What's the best way to draw cubic bezier curves programmatically in AS3? The Graphics class only seems to support quadratic curves. I want to be able to do something like:
var startPoint:Point = new Point(0, 0); var endPoint:Point = new Point(5, 5); var control1:Point = new Point(5, 0); var control2:Point = new Point(0, 5); var myBezier:Sprite = getBezier(startPoint, control1, control2, endPoint);
For a performance target, I'm planning on having ~50 of these on the stage at once.
I have five dots(MovieClips) in my stage. I want to draw a curve which should touch all the five dots. The x position of dots are incremented by 50 px and y position is random.I can do this using lineTo. But it has not got any curve effect.
Here is the code using lineTo
Code: _root.createEmptyMovieClip("circle",1); with (_root.circle) { clear();
[code]...
I tried curveTo to achieve this. But it is not working.
I just learnt degree elevation and subdivision from some books.But I found these useless.I want to convert higher degree curves to many quadratic Bezier.
I have to dynamically animate some bezier curves that have to look like this. Here is the archive of my approach and I'm not sure is the best one. I mean it kind of eats the whole processor.
Does anyone know of any code examples of drawing arcs as cubic bezier curves? (Yes cubic, not quadratic.) I have 2 end points, a center point, and a radius. I suppose I would also need to define a direction as well, since it could go around clockwise or counter-clockwise.
I've had a look at the Graphics class in AS3 and come up with a dynamic mouse trail. It works, but it's pretty rough and ready. I wonder if anyone could give it a once-over and see if there is a more elegant and efficient way to accomplish this?[code]is it possible to draw the trail with curves rather than straight lines, so that the curves mimic the path the trail would take to smooth out the jagged lines drawn when the cursor is moving quickly?
I am struggling with an issue where I want to create a function that draws an outline of any object and I want to use this outline as curve path so I can animate objects on this path using Tweener. Like that:
Does anyone know a decent algorithm for drawing a anti-aliased (smooth) quadratic bezier curves in a raster? I could simply draw them as vectors and then copy the image to a raster..
Is there any clever yet freely available algorithm to draw the curve directly to the pixels? I am currently using the algorithm implemented here:[URL].. I am doing this for learning purposes and because I am hoping it would be faster than using the copy pixels from a Shape option. Here is an example showing the none-smooth bezier is faster than the regular bezier:[URL]..
I've been working on simple animation for a client, which you can see __here__.I have a few issues with performance. I have popped a fps counter at the top left and it seems to only run at around 30 fps on my laptop, I need it up to 60 though.
i was just wondering if anyone had any tips about getting the best performance from flash.I have used Shape instead of Sprite on the curves, which gave a slight improvement. Surprisingly I didnt notice any change in performance when I dont use the blur filter on the curves, which was odd to me.
I have an array that contains the points for drawing multiple hills. When I just draw straight lines it works fine, but that is unnatural so I want to make the top/bottom parts of a hill curved.
I was doing something with GraphicsPath, unlucky, I couldn't solve cubic curves. I found there is a method curveTo in Graphics, but it only supports quad curves.
I'm working with Senocular's Path.as file and I notice that the points that it outputs on curves are not very accurate. [URL] The code has a variable for curve accuracy in there and I have tried changing it but if I set it to 1 or to 500 it doesn't effect the placement of objects on the curve.
Basically what I am doing is putting beads on a necklace and pushing them through a curve. Kinda like in the game Zuma. However when I set the positions of the beads to go up incrementally there seems to be a slight burst of speed on the curves, that speeds up at the ends and slows in the middle a little. I was wondering if anyone had any pointers on how to make the curves more accurate with this script? It is a hell of a good script by the way I'm sure I'm just stupid and not seeing something.
I was hoping someone could help me working out some advanced data reformatting. What I'm hoping for is a function where I can input a value along with an array of key positions like so:
function remap(percentage:Number, keypoints:Array) { ...
The array would start with the minimum and end with the maximum point, with nested key points along the way. For example, I would input something like remap(0.25, [0:0,80:50,100:100] ) and the function would 'imagine' a spline curve graph from (0,0)-(100,100) with a key point of (80,50), then return the y value that is 25% along that graph.
I have a function that sometimes is non-differentiable at a point. When I now use a spline (Bezierspline in degrafa) for interpolation the interpolation at this point does not work as expected (at this point my function has a kink). Now when interpolating with a spline it draws some kind of loop around this point. I think this happens because the spline needs the derivatives of the functions which is not unique at this point.
I need to implement a drag and drop functionality, where I can define and constraint the route of the draggable object.[URL].. only that i have the paths designed and not calculated by a math function. So, in fact, as mouse moves I need to tell the object to follow the custom path/movieclip.
I am trying to create a similar effect to what is used in CityVille for dropping coins and experience icons, they do a custom move animation and it first moves a little bit up and then down. It looks like it is following a spline or a sine function.
Just installed Flash CS4 and the first thing i realized was:When I break apart text the curves straightens in some places.Is there a setting i need to set up for this not to happen?Didn't have any problems in CS3.
I've made a drawn menu with curves in my root. This menu loads dynamically swf into an empty container mc. Within some of these swfs, there are full page image galleries. However, the drawn curves seem to stick on top of these swf: I can still see them although the rest of the content is invisible. Now I want to make those curves also invisible...
Code: //API AND LINES// box2.lineStyle (1, 0xff00ff,0); box2.beginFill(0xCCCCCC,0); box2.moveTo(0,0);
[code]....
Now I want to realise a function in an externally loaded swf that makes these lines/curves invisible. i was thinking myself of something like
Code: btImages.onPress = function (){ _root.line.lineStyle(0.5,0xCCCCCC,0); gotoAndStop (3); }
Im trying to animate a particle in a way that it just curves. If your familiar with beziers (im not) then you know that there is a start point, a control point and an end point.I am finding it difficult to dynamically generate a good control point.So a line starts at x:0, y:0and ends at x:100, y:0I know just from basic mathematics that i could find out the middle point:x:50, y:0Then i could just randomly specify a y value of say... 10. So my curve now looks something like this:
starts at {x:0, y:0} control point at {x:50, y:10} ends at {x:100, y:0}
I have watched movies of people using the motion editor, I have read books, I have even consulted the cursory help that Adobe offers. Nothing I do generates Bezier handles that i can see, although the motion lines show evidence of bezier-liek modification. What happens seems largely random.
Just as random is the scatter of keyframes. Put a symbol on the stage. Add a motion tween, Move it to a new location: fine, it works. Bend the path, and look in motion editor: suddeenly, dozens fo keyframes. Prod them with the mouse and they distrot, but with no obvios controls. Shift moves them, Cntl deletes them, Alt does god knows what, but evokes the path edit tool from Photoshop.
The documentation on this package is extremely poor. However, self-teaching is impossible as the system is not at all intuitive. If you don't know that you are supposed to toss salt over your left shoulder whilst pushing Alt-Scroll Lock, you don't see what tehbooks describe. But they always leave out that little detail. Adobe's videos are of the same style - too smallto seeproperly, all done at a tremendous pace by a laconic individual with the teaching capabilities of a firing squad.
So: please, ayone, how doo you get the Bezier handles to appear? Where does one find a decent set of documentation? Why does Flash help keep referring to Illustrator?
I have a conundrum with a design. Imagine the new Facebook timeline with lots of chronological posts attached to it. However instead of a straight line I need to make a randomized curved line with the content placed against it like so: The complexity comes in because as the user scrolls more posts are loaded (facebook/google images style) so the line could almost be endless.
As far as I can tell my options are: SVG - poor support in old browsers Flash layer - embed will be huge and cause performance issues Canvas - again the canvas will be huge and might cause performance issues
Question: Are there any cross browser gfx libraries which could do this, preferably with support for IE7/8? Or is there a smarter way to do this which I might be overlooking?
i have a bezier curve that is generated dynamically now i want to mask an image with it to produce a cut of face functionality just like in elfyourself.com or in jibjab.