Flex :: Animation Player ( Playing Movies That Are Swf Files )?
Jun 9, 2010
i am looking for a flash/flex component that plays movies that are not .flv but .swf with controllers such as fast forward, stop, play and a timeline.I have a flv player which does the same but some movies I don't want to play bitmap movies but vector for quality reasons ( as movieclips )
I have 15 movie clips that play one at a time. When the first one calls the second movie clip there is a short space (black screen) between the two which I have to eliminate. I tried loading the second one half way thru the first movie then tell it to play when the first movie is over, but when I do that you can see a disturbance in the first movies performance when the second one is pre-loaded. Is there a way around this so I can make 15 movies run seamlessly? They are separate .swf files!
I have gotten my movies to play at random from external files but the links that where coded into the random swf files no longer work. could there be an action script issue? The random swf files are as3 and the player file is as2????
I would like to know whether swf files can play in an FLV Player or not. If not possible, is there any option for developing an independent swf player. the technique that can be used to develop swf player.
I want to dynamically load .swf file in a player(like FLV player of as3) in as3.When I shall click on an image the corresponding video will be played on the player on right side(like you tube). Is there something (like FLV player) for .swf files with play, pause, resume, scrubber options to play in web?
I have a set of sound clips to be played one after another in a sequence with couple of time interval inbetween. In my case, its a question - followed by the set of four options.
When I write the below code, all the audop files start together at same time. How can I had time delay inbetween, so that the second clip plays only after the first one is over, and the third one starts playing, only when the second option is over.
For past couple of days i have been trying to make the .nsv streaming files to work in my flex framework. when i call it the data starts getting downloaded but i figured it out that the video object is unable to play this . I tried this for Shoutcast TV streams where i got lots of .nsv file formats.
So i just want to ask Whether somebody has tried to play the .nsv streams from shoutcast into flex.
I was able to create an animation which only runs when I place my cursor over the animation box.The animation stops playing when I remove the cursor off the animation box.I was able to do this using button rollovers.How do I apply a URL link to this animation.When I place my curser over the animation box it plays,and when I click on the animation box I would like it to link to a web page.
to load 2 movies simultaniously on the same page but in 2 different HTML layers? see example here: [URL] notice the menu on the bottom of the page. it seems as though thats a seperate movie... (try resizing the browser window to get a better idea...)
apologies if this seems like a redundant question... i've been reading through all the turorials and forum threads i can find, and am just confused at to what exactly i need to do next.... my first time trying to use preloaders but am finding i need them in order to make my project run smoothly.... my situation: want to preload 5 swf files into my main movie, and have them at the ready to play when i want them to (either by an onEnterFrame or onPress).
i started working with some preload array script from Scotty i found on one of the threads, but elsewhere i've seen info about putting extra frames into the uploading swfs and am unsure what i need to do with this or how it would fit in with the below code. right now, when i try to play one of the uploaded swf files nothing is happening, and i'm guess my code is wrong there too, but don't know what to put....
I have several movies that will be loaded into a main movie. I am loading the movies when the user chooses to open each movie. The problem is that then the user has to wait until each movie loads. Is there any way to change this?
Here is one of those problems that seems like it should work because it is soo basic in implemintation, but just doesn't....The trace in this code works, but the mcs that I want to play just wont move. I have a stop action on its own keyframe within each movie on frame 1. If I take the stop action out all the mcs will play/loop just fine.All of the code is on an actions layer, then each mc is within its respective container. I even put a test mc on the main level and it doesn't work.This is one of the instances where, teaching yourself flash is great because you learn exactly what you are interested in, however because of the lack of structured or formal training, the basics often escape you.
EDIT : Oh, and because I can usually solve something by tracing everything out...in this case trace has failed to shed light on theissue,
[code] this.buttonContainer.btnSelect.onPress = select; function select() { this.textContainer.textMask.gotoAndPlay(2);[code].....
i have a flash movie that has a clock , slideshow and text scroller that plays all day in my resaurant. I want to change it so that it plays a movie with special offers in the mornings, then plays a movie saying we're reopening at 4.15 in the afternoon and then play another movie wit clock/slideshow inteh evening. How can i set my flash code to play these 3 different movies at the specified times automatically.
What does this mean. I go to see certain movies on certain sites, like news sites and a window pops up showing this error. Both on Firefox and IE[code]...
I am creating a website that teaches kids about the about the brain and I am creating a website very familiar to this one, [URL]. I created one flash file and drew the background for where the text will display. Next I created several movie clips for each of the brain parts and I placed an invisible button over each of these movies, e.g., I told the button, "cerebellum_button" to play the movie "cerebellum_mc." which includs text.
I feel that my code is redundant because I am having to create an invisible button for each animated movie clip which plays a movie clips with text. Is there a way that I can centralize all of the text in the project then call it from different buttons? My aim is to have the user roll over the brain part, have it animate, and have it display the text that explains what that brain part does.
my problem is (for now) i have a sprite with animation (7 frames) and two buttons. One button moves the sprite right at 15 units on mouse down, the other moves him backwards.
two things..
1. When i release the mouse, the sprite stops mid-animation, with 1 foot in the air. how do i get it to complete its cycle after the button has been released?
2. is there a way to flip, horizontally, my sprite so when i click the LEFT arrow, he turns around? Or do i have to mirror the sprites myself as new images?
i cant attach my FLA, but here is my code copy/pasted. btn_right.addEventListener(MouseEvent.MOUSE_DOWN, onDown); btn_right.addEventListener(MouseEvent.MOUSE_UP, onUp);
Well the animation works okay despite the convoluted timeline. You can select any transfer case mode by moving the slider switch. To shift into neutral from any gear, you press the neutral (N) button. To exit neutral, you press the neutral button again. If you shift into N from either 4WD Auto or 4WD Low, the slider switch jumps to 2WD even though there should be no movement and the animation goes where it is supposed to. It's been a long time since I've been able to work in Flash and it's so close to complete that this is driving me nuts.
I have a 1900 x 1240 .swf file that has a set of buttons on each side. Each button calls for and loads a single movie into a 900 x 600 area in the middle of the screen. I haven't had any trouble setting things up so that the .swf movies, including a converted QTVR file, all load into that 900 x 600 area. One of my buttons calls for a .swf movie that contains a zoom-in and rescale - the link for how this was created can be found at Flash Zoom In Movie Clip and Rescale. The stage for this file is set at 900 x 600. When this Zoom.swf is loaded up by pressing the button, it resizes itself to 1900 x 1240. As well as being annoying, this obliterates the view of all my buttons and interface. I just can't figure out how to make it sit in the middle of the screen at a size of 900 x 600.
I'm trying to realize kind of a slideshow in flash, which loops over about 100 h.264 encoded movies. I'm using the NetConnection and NetStream classes for connecting to the files locally on my harddisk (see code below).
private function playMovie():void { var currentMovie:String = movies[index];
wherever I look for scripts is either AS 1.0 or 3.0... I used to work as a cartoon animator (didn't need AS at all) now I'm trying to build up my own site to show my portfolio. I'm having difficulties loading and unloading external swf files. Basically I'm a total newbie, I managed to figure out that you need an empty movie clip where it will be played, and the buttons themselves...
I'm having a problem with my animation playing for one of my characters, I have a method which is constantly sending the que to play the animation. When i press a key the character accelerates and the animation plays fine, however as soon as i let go of the key and the character begins to decelerate on its own the current frame reverts back to 1 and stays on 1 until i accelerate again. I want it so that the animation continues to play from its current frame rather than reverting back.[code]
i have a graphic that basically is set to pivot onto the screen using a motion tween. my problem is once the animation plays the graphic disappears whereas i would like it to remain on screen and displaying its last frame
I have no idea why it doesn't work. I have a movieclip I make it go to frame lowWalk. mc_player2.gotoAndStop("lowWalk"); On that frame is another movieclip with an animation which should just automatically play and loop... but it doesnt, it stays on the first frame. Remember I tell it to go to frame lowWalk, which is 1 frame with a movieclip with an animation within. I even tried putting a play(); actions on the first frame inside the animation movieclip.
I'm just wondering if there is an event for MovieClips that tells when the MovieClip's animation has finished playing. Basically, I have an explosion movie clip that I put on the stage. I want to have it animate once through it's loop, then remove itself.
I'm working with Flash CS4 on Windows Vista. I made a simple animation. Then, I added a top layer for ACTIONS and added functions at the last keyframe. The function is-- stop(); -- Should not be hard, could not be more basic then that! Well, it doesn't work. Animation still play as loop.