Inserting Keyframe - Place A Simple Text Animation On A Separate Layer And Animate It
Apr 30, 2009
Basically all I am trying to do, is place a simple text animation on a separate layer and animate it. Every time I insert the first keyframe on the first character of the text I am animating, it turns the whole document white. When I preview it like this, the white "layer" pulses at the set frame rate I have applied. I have played around with moving the layers and what not and I cant get this problem to go away.
I used the liquid Flash layout file from this site , but i got one problem.I placed the script in a layer called actionscript and on frame 1, under it there is a other layer called background. I placed in just a square with a gradient color and made it a movieclip. I also placed this on frame 1. Everything is working perfect from this point but when i want to place a keyframe on frame 10 in the background layer and make a motion tween so that the background fades in from 0 opacity to 100, it doesn't work.
its a door make up of 8 segments, im trying to animate it by making it open and close equaly,each door segment. but my segment is distorting because im doing each one segment bt segmet.is there a way to achieve this in flash?
a):should i copy paste one of the segments into a seperate layer using that one animation i got for all 8 parts?
I've got a small table populated with information from a database that I'm trying to deploy as a table above a flash movie.
Here's the DIV ID for this:
However, no matter what I do the table keeps displaying BEHIND the flash images. The table is in a layer set an visability at 1 while the flash is set at 0. And if you information for both mac and pc platforms even better.
I have a simple text animation(revolving text) it works fine althought i would like ti to pause for 5 seconds at completion in the second to last keyframe i added the following:
When I try to insert a keyframe in Motion Editor, Flash CS5 crashes.I tried to use two computers running the same Mac OS X 10.5.8 with the same specs and only one of the machines crashes.
how to place a value into an array at a certain place rather than just pushing it to the end every time..ie..ActionScript Code:Code: Select allvar A:Number = 1 var B:Number = 2 var C:Number = 3 var tArray:Array = new Array(A,C);At a latter data via dynamics I want to insert a B into the array in the middle or where ever I chose.ActionScript Code://Something like this tArray.push(B) trace(tArray) //Results in 132 //But I would like it to trace 123;etc
I am making a Layer contains 312 Key Frames that is made of 312 gif images (each image contains a specific detail for my movie).what I have done;
-I have made a Keyframe in Frame 1 (imported Det1.gif to stage)
-then Selected Frames 2 to 312 and pressed F6 (Made 312 Key Frames that they all contains Det1.gif)
-Now I am one by one, going to different frames and cicking on Det1.gif image, and click SwapImage.
Now that I am talking to you, I have Swaped 50 of them, But still I have a long way infront of me to go before I finish those 312 SWAP images one by one.
This is something I tried to do once long ago with Flash MX, and it did not work for me, and now with CS3, I find that the same concept is not working. What I am trying to do is make an animation where the text appears via a masked layer, but I would like the mask's gradient to be revealed in the animation. Here is what I have: And here is how it is being displayed during the animation:
I'm new to Flash and can't find if there is a way to get to the next/previous keyframe on a layer by using something faster than dragging the playhead.
I am getting familiar with the Flash animations I am trying to make a simple animation within the text input area i.e.
1.FAN BASE 2.FA NBASE
What I want is the letter N to move slowly towards letter B.I have done motion tweening but it doesn't work -either the whole text is moving left right or the letter N is simply skipping to the second position without smooth animation.( there's no error on motion tween by the way)
I've been trying to create a simple text animation using XML and AS3 that I would like to run similar to the swf I've attached with this post. I've tried to look for tutorials similar to this that I can follow but I haven't found anything yet.I can get the xml to load up but I haven't been able to get the name to animate separately. The xml is structured like so.[code]
I can't seem to go to a master edit file that is supposed to show both the body (layer 1) and wing (layer 2) of a flying bird animation. Is there a way to merge these two since I'm planning on shrinking it down and making a lot of birds?He merged the two layers at 14:24 of the video without even explaining how he went to this so called "Edit Master Movie Clip" that seems non-existent on Adobe Flash CS4.
Why is it that sometimes I can clear a keyframe and sometimes not. Not being able to clear a keyframe seems to happen when I copy and paste frames from more than one layer. The keyframe in the first layer copied can't be cleared.
I have 2 keyframes on my timeline.The first keyframe has an input text field (instance name: inputTxt) and a button (instance name: btnTester).When the user clicks the button it takes them to the second keyframe where their text should be displayed in a dynamic text box (instance name: txtBox).I get a null value in keyframe 2.
So, I had a problem animating a movie clip on mouseover which was solved here: http://forums.adobe.com/thread/496745?tstart=0 Now the problem I'm having is that I want to movie some of those clips to a lower layer so that they animate behind an object on the top layer.If I put the same code on that bottom layer as in the top layer,
i am having a problem, I am new to adobe flash and in my attempts I am having a problem with keyframe's and unable to discover why? Lets say i have a series of 5 Keyframe's which are like the building blocks, I then want to add upon these. But when i go to insert a new Keyframe between or before another KeyFrame i'm unable to, instead it moves me to the next Keyframe, instead of Inserting a new KeyFrame. Is it Doing this because what I want is not possible or is this something i need to configure, I am unable to find anything regarding this problem.
I'm trying to build a gallery similar to URL... I thought about putting all the images into one movie clip and then using an "onclick x=..." command to move the images forward (client only wants visitors to move forward - don't ask!) BUT there wouldn't be any animation. Is there any simple way to animate the transition or can someone recommend another method?What I want is to be able to click on an image that is showing a little on the stage and have it slide over to show to show itself completely and to be able to see the transition.
So I've a symbol in my library with 3 things in it: textfield, and 2 movieclips (background and icon). Should I place each item in different layer or i can place them in 1 layer? When should I place everything in separated layers and when not?
I am currently working on a platformer, and I have a bunch of different tiles I use to form my maps with. These tiles are very different in the looks, and placed besides eachother, they give a very sharp change, which is not very visually appealing. I've been trying to fix this in the following way:
I have four layers, two for each block I'm fading. The first layer is where the actual tile, the graphic, is located. The second layer is the mask. In the mask layer, I have a gradient, which is the exact opposite of the other tiles mask layer (Mask layer 1 goes down, mask layer 2 goes up). However, I need to be able to alter those dynamically, place new gradients in the appropriate mask layer, and new tiles in the appropriate graphics layer.
I've been googling around for the last hour or so, attempting to find a way to define which layer a new MovieClip is placed on, but all I've found is setChildIndex, which, since one layer acts as a mask, I can't use. Is there any such function in Actionscript, or am I to make all combinations of tiles by hand?
I made a button a stage, and I want the button to take the user to a separate scene that I have named "Biography page" when it is clicked. The thing is, I want all my actions on one specific layer. So I made an instance name for my button, "aboutme". The thing is... I have no idea how to write the code.
What I need to do is assign 5 separate dynamic text fields to 5 seperate buttons and at the same time to those same five buttons i would like to add 5 images that i would be able to change merely by swapping out the images in the file theyre in on the server.I would also like to get a nice transition between the images...ALSO i want to dynamically load the images for the buttons that will be used for switching from picture to picture(which im thinking i will be able to do after i know the how to do point the aforementioned things.)
Through tutorials I've found around the net I've been able to get most of the parts together... but i get lost because what they show you for AS2 they don't for AS3 and vice versa, at least that ive seen.so... I guess my question is... would i need to set up 5 seperate dynamic text fields on the stage and then set each one of them to one of the corresponding button. If so what AS code would i need to use to do so. And if not what would i need to do?
The other part of the question would be I know about the UILoader... would i be able to use it as my buttons and images, if so would i need 5 seperate ui loaders for both the Thumbnail buttons and the images or is there a way that would be better to do it? and once i do that would i do the transitions using frames and tweens like with AS2?
I'm doing a lot of keyframe masking of vines/flowers for a project I'm working on, and it looks really good but is, of course, very time consuming.I'm curious if there's any techniques/tools for making these animations faster, and more importantly making them more editable later. I'm afraid I'm going to keyframe out entire sections of animation only for the client to say "Looks great, but can you speed it up just a touch?" and I'll have to rebuilt it all from scratch again.
In my SWF I have two scenes. A preloader Scene and the actual scene where the magic happens...
I have made all the graphics for the preloader. It's my logo which is unmasking as the loading progress. The animated mask is keyframed, as the logo is abit complex.
After a several searches here, and on the net "outside"
I have a VERY big animation, with a huge amount of keyframes, and I like to swap a symbol in this animation with another one. If I just use the swap button on the first frame, Flash only swaps the symbol for the first tween, whereas I have hundreds of tweens in my file... So how do I do this for every keyframe in every tween ?
i'm looking for some class that does something similar to what mcTween2's method "frameTo" but with looping on the end of the movieClip.what i need is to control a 3d animation (frame by frame) with the mouse, - drag to rotate.
I've created an button object in flash. The button contains 2 layers. One is the background image and on top of it is a textField. The textfield is dynamic. I use the button inside a movieclip and I export it in a SWC. The I'm trying to use it in flex.
I'm trying to do this:
var myComponent:MyComponent = new MyComponent(); myComponent.button01.theTextField.text = "Caption";
I get and instance of the button(myComponent.button01 is not null in Flex debugger), but the instance of the textField(myComponent.button01.theTextField) is null and I'm not able to change the text(but the default text appears onscreen). The code is compiled correctly in flex.
I exported the in swc the button control as well. So the button is not the default SimpleButton from Flash, but an derived class generated by flash(with the same name as the symbol defined in flash). It contains theTextField memeber, which is null.
Here is the button timeline(Layer 2 contains the textfield, and the textfield instance is named theTextField):