Flex :: Find Out Moment After RotationX Has Finished?
Feb 1, 2011
i am playing around with the rotationX/Y/Z properties available in flashplayer since version 10. for testing purpose i created a cube and put canvas objects on three sides of it (top, front, bottom) and created a tween to get the values required for turing by 90 deg. turning the cube (a canvas) using rotationX = xx works well when the three side-canvas objects are small and filled with a not-to-complex element hierarchy. when using larger and more complex content it slows down. the next idea was to remove the canvas elements content and replace it by a snapshotimage of the content instead before starting the turn, after the turn is performed the original content is put back on the sides again.
this results in a good perfomance increase. using a tween the last step of rotation is done in the function that is called as the tweenEnd handler. in this function also the process of copying the canvases content back is performed. unfortunately this results in a short hang of the cube right in that last rotation step, the reason for which is that rotation and copying back takes place at the same time. so i could wait for some time after having called cube.rotationX = endValue by using a timer or setTimeout(func, 500), but this is ugly. so my question is: after having called cube.rotationX = endValue a period of time is required to calculate data for the rotation and do the rotation itself. is there a way to find out the point in time when the rotation has ended, so that then the copying can be started ?
I am using a .flv player. When I run it in my localhost then it runs properly, but after uploaded on the my dedicated server and let it run in my browser, only the menu apears and de video itself is missing..
It all worked a few days earlyer -so why did it disapear?
I used Flash CS3 and actionscript 2.0 It's compleaty in Dutch.. I didn't make the asignments -don't flame me. I know it's low-tech.
I have some code where I am loading a few hundred images into an array in Flash. I am using XML to pass in the list then a Loader for each entry like this -
for (var i:int = 0; i < myXML.item.length(); i++) { imgloaders[i] = new Loader(); imgloaders[i].load(new URLRequest(myXML.item[i].imageLocation));[code]...
I want to perform some action once all of these have finished loading. The only way I can think of is to increment a count each time one finishes and have a Timer that checks if the count has reached the number of images I am loading.
I created a website off of a template, and of course didn't learn the Flash MX 2004 program before I started and just intuitioned through it. Now, the site works great, but I want to edit it and can't get to any of the layers, because I'm sure I've fumbled the organization. Tried onion skinning, and timeline/tween clicking - no go. I'm sure it's the simplest thing in the world, but sometimes the obvious is the hardest thing to see.
I created a website off of a template, and of course didn't learn the Flash MX 2004 program before I started and just intuitioned through it. Now, the site works great, but I want to edit it and can't get to any of the layers, because I'm sure I've fumbled the organization. I can find the clips, symbols and images in the library, but not on the Stage. Tried onion skinning, and timeline/tween clicking - no go.
I'm using an Ant build script for my project developed in Eclipse 3.4.2. It's actually a Flex 4 project (using Flash Builder Eclipse Plug-in).Everything worked ok. But someday something happened and now the executions of Ant build script is silently terminated each time I run it.
When trying to debug Ant script the IDE stops for a moment on a breakpoint and then skips it.Standalone Ant execution (using command line) works well for my script.
I am trying to use a text area to display some text on a mobile AIR app. It works fine whenever I am using the phone emulator on my desktop to debug, however whenever I put the app on my phone, the text displays, then disappears. I've also noticed that if I lock the screen and unlock, the text will display just fine when I come back.
One other interesting thing to note is that it only happens on certain Views, and only on Views in the first ViewNavigator tab. This leads me to believe that there isn't really anything wrong with my use of the TextArea, but something else happening at a higher level in the application.
When I use 3D rotation tool, there is an option called global transform, if it turned off, the object would rotate by its own axes, this is exactly what I want. How can I do rotatation like that with AS3 code? Is there any property if changed then rotationX/Y/Z would rotate object by its axes?
I have to use Flash CS3, so I can't use the properties rotationX, roationY and rotationZ.I have a movieclip, that looks like this. It is now flat, no 3D rotation or shearing But what I want is that this movieclip has a rotationX, or that it is a bit in perspective like this: As I said, I can't use rotationX, so I have been playing around with Matrix. But I can not get it right.Here is how I try to do it
myMC.transform.matrix = new Matrix(1,0.15,0.35, 1, 0, 0);
And this is the result get the matrix right, or is there another way?
my_mc.rotationX = 50 does not work but my_mc.rotationX += 1 does, when inside an enterframe routine; I have also tried my_mc.transform.matrix3D.appendRotation( 50 , Vector3D.X_AXIS), but also does not work;
when you rotate fe. with greensocks engine on the X/Y/Z axis with text movieclips, the final state is never crisp with me.lets say your clip is at rotationX 30and tweens to 0 , in other words it starts at an angle and displays full frontal at ends. no matter what i try, the font has certain parts crips, certain parts blurryI've been spending this sunday with all different kind of fonts, embedding, textfields, fontsizes (as you know certain fonts have their "sweetspot" size, etc, etc, etc, it just doesn't get sharp after the rotation.Funny enough, when i trace out my rotation angle it says 0i even tried an onComplete event to force its properties to zero. but to no avail.
could make a bitmap data file from my text, but come on... why do they implement 3D while the results are off? Really would like to hear some tips here because i am tempting to go back at away3D. I was hoping with flash CS5 their 3D render for textfields would be alot better compared to "crash"Cs4Yep theres a slight annoyed undertone here. To me, it should be fundamental or at the very least, tweak-able like image resizing with "smoothing".
I'm encountering a weird phenomena. I have a multi nested display object structure. Some of the deeper display objects have MOUSE_CLICK events. But as soon as I set main display item container.rotationX = 5 then the mouse events don't work anymore.
I don't know if this would be more appropriate under the 3D forum but it could go either way. I'm having a problem: when I access the 3D rotation properties of a DisplayObject (specifically a MovieClip containing a Loader and some TextFields), it becomes bitmapped and loses its scalability. Is this supposed to happen, and is there a way to regain scalability after rotationX/Y/Z are set to 0.0?
I created a full flash template website loading external swf's.Lately, I managed to add a fake3D rotation with AS3 and CS4 to this global template with enterFrame.Problem : some of my external swf use a vertical scroller also using an enterframe function based on a startDrag bar with the x / y position of the mouse, the scroller dont work anymore.
What do scaleX, scaleY, rotationX, and rotationY do?I'd like to test it out myself but I'm completely new to Flash CS4 and I don't know how to control these values outside of ActionScript
I'm using(tweening) the rotationY and rotationX properties on movieclips a layer above a background, bitmap or video, in two respective projects. There is a flickering of the movieclips and some bizarre distortion going on. I can't seem to find anything on the web about this, -has anyone else encountered this problem? Is it a known bug? Is there a workaround?
Any smart people out there who can tell me why this function Im working on to automatically sort the depths of objects placed on the 3D plane is only working intermittently? It seems to work every second or third iteration?[code]Is getChildAt(i) reliable? IE does it return the same order each time it runs or is it based on depth? looking at the manual suggests that it's probably the latter so I guess I'll need to make my own array ordered by the time the sprites were added to the parent and work from there. Is there a better way?
I am trying to animated two images on axis with rotationX command. it's working when the picutre comes in 90 degree it gets overlapping. I am attaching the picture for your reference
I've created a flash card class in ActionScript that uses a tween to flip the card over the y-axis (i.e., by using rotationX). I also use the bounds property of startDrag so that, when you drag it, its movement is locked on the x-axis. (There's also a method for switching between dragging and flipping, but since that's not broken, there's no need to discuss it further).
Here's my problem. If I haven't yet flipped the flash card over, the card drags fine. If I flip the card over and don't use bounds in startDrag, it works fine. But if the bounds property is set and then I try and drag the flash card after it's been flipped, the movement goes all haywire. It basically jumps back and forth between the two ends of the bounds' rectangle.
Is there any way you can think of to solve this problem? Alternatively, is there any way to use sprites to limit movement? For example, would it be possible to place a pair of one-pixel-thick horizontal lines on the top and bottom side of the flash card, set their alpha to zero, and somehow stop the flash card from moving past the lines?
i'm having a sound looping issue at the moment on my site. I'm trying to make it so i have sparks shooting out of something, and at the same time the sparks shoot out i have a electric type sound. BUT the graphics all seem to work, but the sound for some reason, just keeps looping even when i'm not moused over. I put stops for the sound all over the place on like every frame and still doesn't work. Is there a bit of code I can use somewhere that will just mute the stupid thing after you take your mouse off the button?
here you can see what i'm talking about. I don't have it on loop. [URL].. the way i'm getting this animation to work, is by having one big movie clip and inside that movie clip i have the sparks movie clip, and the blue fade movie clip, then i just dropped in the sound where the sparks movie clip is.
I want to take a screenshot from my website of another website or preferable 1 part of it (an object tag).I want it to work this way: I click on a button that will send a request to screenshot the page at this moment. Several ideas are insert the page inside a flash object and screenshot it. Or opening a browser on the server and when I click the button send a request using AJAX to tell the server to screenshot with this browser.How should I do this because I kind of failing right now with the flash Idea. The page I am trying to screenshot is a live camera that uses a .wvx object. But I can't even do that with a .swf object
I'm working on a XML update modulle, but i have a big problem with my insertBefore I'm just trying to add an <xxx> tag before the <newsItem> tag for the moment, He only does inserts it befor the first <newsItem> tag, he refuses to do it before the 2nd, 3rd or 4th newsItem tag This is the XML code (for a better view [URL] )
When I change the rotation of a movie clip, and apply PerspectiveProjection, all mouse events applied to that movie clip and all the movie clips inside that movie clip break.The mouse event bellow will not work for me.
I'm using:this.flipQ1One.visible = false; and this.flipQ1One.visible = true; to hide and show a movie clip, the problem is that the movie clip is an object that flips then stops and by the time is shown (when the condition is complied) the flip had already happen while hide so you don't see it.What I need is that the movie clip starts playing at the moment the "visible" becomes true not before.