[urgent]compiled Clip
Hello. I have a compiled movie clip in an fla. It has a flv, and a controller for it. How can I open it up to get the the controller? I has no "edit" feature...?
KirupaForum > Flash > Flash 8 (and earlier)
Posted on: 07-14-2006, 12:32 AM
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Movie Clip Vs Graphic Vs Compiled Clip Vs Frustration
Hi,
I'm having multiple problems with my new animation, and have been searching for a solution for days now.
First a bit of background:
I tried to be all slick and make a movie clip of a mock debate with my whole animation in it, and then move that around in my main timeline to give the appearance of a camera panning, changing angles, and zooming in and out.
First part of the problem:
The main movie clip has audience noises in it, which are impossible to synch up with the characters' dialogue as the lip synching occurs in movie clips of the characters' heads. (So I've got movie clips inside a movie clip inside my main movie.) I understand that I can see the motion when I make them graphics and must change them back to movie clips to get the audio to work when publishing. That doesn't help me get the speech to synch up well with the audience noises though. I need sound to propagate. I tried compiling the movie clip but that didn't help.
Second part of the problem:
I put the main movie clip on my main timeline and create a motion tween to move it around (see background info above). However, I can't see the motion in the main clip if I don't set it to behave as a graphic (and even then, I can't see the motion of the movies within that clip). The problem is that there are a ton of keyframes and every time I want to preview or publish (to really see all the motion) I have to swich them all back individually to behave as movie clips. This is very time consuming.
AM I MISSING SOMETHING???
Flash can't possibly be this difficult to work with...
Is there no way at all to edit with sound from embedded objects? No components available or anything?
Is there a better way to accomplish my "camera angles" task without having to individually switch every key frame from movie to graphic and then back again?
BTW, I tried to compile the main movie clip first, but since the reference point is in the center, MX 2004 cuts off everything but the bottom right quadrant. It doesn't seem to show movement anyway so I guess that's a moot point. I have no idea how to move the reference point either without moving every single frame in my clip.
Thanks to anyone who even read this whole thing. Any suggestions would be very welcomed.
Dominic
Compiled Clip?
I received the FLA source file where there is a compiled clip - it makes text effects. I wanted to translate the animation from English into Polish but when I changed the sentence, the whole text did not appear - some letters were missing. I think the compiled clip is responsible for this but I cannot see what is inside it.
Is there a way to look into the compiled clip or should I ask the author of the animation for the source file with the clip which is not compiled?
I will appreciate any hint, as I have never dealt with the compiled clips - this is something new for me and I do not know how to handle it.
Compiled Clip Will Not Publish
I’ve created a movieclip that I would like to compile so that it can be easily used over many applications. It does compile, but flash will not publish a .swf containing it. Clicking Control/Test Movie does nothing. I tried reinstalling flash, but it still doesn’t work. An example file can be found here:
http://www.geocities.com/MichaelGioffredi/ColorWeel.fla
Open the .fla and click Control/Test Movie to see what I mean. Does it work for anyone else? What am I doing wrong? Thanks.
Compiling UI As A Compiled Clip
Hi there,
Does have anyway to compile The Flash UI component in a way that the user cannot change the data such as skins ?
I compiled them by write click on some of the UI components that I used in my library and clicked as a compiled clip but it caused to had a lot of errors.
Any suggestion?
Thx
Component / Compiled Clip
Hey there,
I am having some trouble figuring something out regarding a compiled clip versus a component in the library of the sample FLA I downloaded from Macromedia called "UIComponent_QuickStart.fla".
I understand what the code is doing, thats no problem, just curious how they got "MyUIComponent" to appear in the library as a component, is a component the same as a compiled clip? I could only get my AS file to appear as a compiled clip in the library.
I am definitely missing out on something, hopefully someone can point me in the right direction.
Cheers,
Nathan
Compiled Clip (gotoandplay)
well my experience isn't that great with actionscript 1 and 2 - only had 1 year of C++ so hoping someone can help me out with this problem.
I'm trying to setup a Flash shopping cart which the user can click on an "add to cart" button (which is a compiled clip) and a view status movieclip will appear and notify the user there is 1 item added to their shopping cart.
compiled clip = mybutton
mask = Scene1_frame7
in actions layer(frame 1) -
mybutton.addEventListener(MouseEvent.CLICK, buttonClick);
buttonClick.onPress = function(){
gotoAndPlay("Scene1_frame7");
}
first time posting so i hope i got all the information down that you need to resolve my problem - spent 2 hours trying to figure it out and another hour on forums searching..
thanks in advance
Compiled Clip Won't Loop
Hello. I converted an .avi file in Flash 8 to a Compiled Clip. In the library this is named FLVPlayback. The clip takes up 1 frame on the timeline. If there is a way to edit it I haven't found it. What I need is for the .swf to loop. Nothing I have tried has worked. Any help would be greatly appreciated.
Thank You, WonderWendy
Decompile A Compiled Clip?
hi, can i decompile a compiled clip? i want to use a drop down component (64k!), but want to change the colour of the arrows. if i drag teh halo theme into my movie then it bumps it up to 100k!
cheers
Compiled Clip Will Not Publish
I’ve created a movieclip that I would like to compile so that it can be easily used over many applications. It does compile, but flash will not publish a .swf containing it. Clicking Control/Test Movie does nothing. I tried reinstalling flash, but it still doesn’t work. An example file can be found here:
http://www.geocities.com/MichaelGioffredi/ColorWeel.fla
Open the .fla and click Control/Test Movie to see what I mean. Does it work for anyone else? What am I doing wrong? Thanks.
Compiled Clip Vs Live Preview
Hi
Does anybody know how to create a compiled clip that diaplay when add to the stage. I explaine. The clip I build has an outline to know the diaplay zone. This outline visible = false at the clip ADDED event. It means that when I publish the Fla, the outile desapear. My problem is that when I Compiled it to a Compiled CLip, when I put it on the stage the ADDED is execute. So I can't view the outline to position it to the stage.
I tried to used the Component properties and set the live preview, I put a link to a swf that is exactly the preview of it, but when ADDED to the stage the preview is jsut a small square of 10 px. Not the real preview in the external swf.
I need to have a Compiled Clip that is visisble on the sateg and execute the outshape visible to false on publish only
Any Idea
Compiled Clip Layout Problems On MX 2004
Hello. For the last few days I've been trying to figure out how to build new components which I can use in other places with a minimum of effort. I'm now able to create compiled clips (.swc files) and use them in other projects, but I'm having a strange problem.
I have a component which lays out some radio boxes in a line, using this code:
code:
var container:MovieClip = this.container_mc;
var item:MovieClip;
var len:Number = __labels.length;
var xPos:Number = __margin;
var yPos:Number = __margin;
for ( var i:Number=0; i<len; i++ ) {
item = container[ "item"+i ];
item.move(xPos, yPos);
xPos += item.width + __spacing;
}
This code works perfectly when I preview it before compiling. After compiling the finished component to swc, I import it into another project where I instantiate it using attachMovie() on an empty movie clip.
The component renders, but all of the radio boxes are on top of each other - the sizing code doesn't work.
The first thing I found out was that the function containing this code - the component's draw() function - was not getting called. So I moved the code out to a separate function, made it public, and called it explicitly when I instantiated the component. Now the function was getting called, but the boxes still weren't laying out.
I've since confirmed (using lots of trace() calls) that:
* The container in the above code is successfully found, as are all of the items.
* The item.width is correctly detected
* xPos is correctly incremented.
The only remaining possibility seems to be that item.move() isn't working, although it works perfectly on the non-compiled version of the component.
Perhaps I'm missing something really obvious here. Can anyone suggest what it could be?
Thanks in advance,
Brendon
Convert To Compiled Clip Showing Old Errors.
Hey Everyone!
I'm having some trouble with my component.
Every time I make a change to the code in the linked .as file I have to literally close down Flash and re-open the file before I convert to compiled clip and test it. If I don't do this Flash will display old errors from the previous compilation.
I've tried everything I can think of, but for some reason Flash won't read in the most up-to-date version of the code when I save it, only at startup.
Any ideas? Thanks!
Tim
When Converting To A Compiled Clip Parameters Disappear
Hi
when convert a custom component to a compiled clip the component parameters in the parameters panel disappear and I can not change their values.
whats wrong?
are there any code I need to put or any options in the component definition I had to set?
please help me.
thanks a lot.
Collection Property Causing Problems While Creating Compiled Clip
Hi,
I've already made this component which uses a collection property, I created the collection class named as "com.evalCollection.MMcqCollection".
It works fine when I run the compnent having the class files in their necessary paths.
But this component would be given for integration for our artists, so I decided to make it as a compiled clip. It compiled perfectly, but when the artist tried to integrate it, it showed us an error stating that:
**Error** Symbol=mc_movie02, layer=Layer 21, frame=32:Line 25: The class 'com.evalCollection.MMcqCollection' could not be loaded.
var itemObj0:com.evalCollection.MMcqCollection;
How can this be?!!!
Aren't compiled clips supposed to have the classes embedded .. Then how come I'm having this problem... This is really confusing...
HELP Please...
CS3 Action Script 2.0: Compiled Clip Components Do Not Appear In The Component Panel
Hi,
I have a FLA file containing 3 compiled clip components.
I use a MXP file to copy this file to the components panel, this works fine when using Macromedia Flash 8 or Macromedia MX 2004, but when using CS# the components do not appear in the components panel, only if a use regular component or SWC component it appears in the panel, any reason why?any ideas?
Thanks
Maya
Compiled Clips?
Hi all,
My friend sent me an old Flash file of his and asked me to have a go at skinning it.
The only problem is that some of the files are "Compiled Clips" and "Components" and I can't find the individual elements of that design.
Is there any ways to access these? I've never had any experience with these at all.
Thanks.
Comments Compiled?
hi,
just wondering if flash adds all code comments to a compiled swf? thus allowing someone to decompile and easily follow the code
Compiled SWC Issue
I have an SWC which is 740x540 which I have compiled. When I put the compiled component into a new movie the constructor reports that the initial width and height values were 743x543. It then calls setSize to reset the size back to 740x540. Why? This is apparently duplicating a bunch of functions unnecessarily. Anyone got any idea why this happens?
What would be wonderful is if anyone knows a way that a component can check whether it is currently in design-time or run-time, so that I can change the behaviour of functions accordingly... I've been unable to write a test for that into my code so far.
Thanks in advance.
Load A Mac Swf Into A Pc Compiled Swf
I am having an issue where I have a swf that I must compile on my windows machine. This swf then dynamically loads other swfs. My co-worker needs to be able to compile these sub-swfs on a Macintosh machine, but when he does so, the loaded swf will make everything freeze up in both the main swf and the sub swf. However, if I compile the sub-swfs on my windows machine using the exact same .fla's and exact same class files, they function just fine.
Does anyone have any idea on where I should start at debugging this? Are there any known issues with loading swfs compiled on another system?
We use remoting in both the main swf and the sub-swfs. Does remoting work differently on windows and mac and might be causing the problem?
Any clue is appereciated. Thanks.
AS3 Compiled Component.
I am having a difficult time trying to find out how the UIScrollbar component can get the instance name of the textfield it is dropped on. I have a component that I would like to do the same thing. I have container components where you drop children on it. I want to be able to find out which parent container the child is dropped on so I can create a relationship. I want to try to make it easy on designer. Long story short I am hoping someone out there knows how to do this. Any help is appreciated. THANKS...
Removing Something From An Already Compiled SWF
I have a SWF file (no source) that has an arrow in it. I need to remove this arrow. I decompiled the SWF file to see if it had an instance name and it doesnt so I cant think of anyway of calling the arrow from actionscript. I also tried exporting a FLA from the decompiler and it just screws everything up. Any ideas?
Creating Compiled Swf From Another Swf
Hi all,
I've got this project I'm working on where user's can choose from a series of pre-built templates (animations with external assets created in the flash IDE), and manipulate each of the assets in ways such as movement, scale, rotation etc.
When the user has finished modifying the template, they can click a save button which will create an xml feed of any changes they've made (including any movieclips they've swapped with their own uploaded ones.)
Currently, when reproducing the user's version, it reads the xml feed in, and loads each asset by doing a round trip to the server for each file (using Loader), but what I'm trying to do is when the user clicks save, instead of creating an xml file (or as well as), I want it to build a new compiled swf with the new assets embedded.
Is this possible?
I've been told by distant colleagues it is, but I have no idea how it's done and the people I mention are really hard to get hold of on a day to day basis.
Cheers in advance
P.s. I'm trying to maintain animation, so creating a Bitmap and exporting as a jpg/png is not an option / not what I'm after.
Compiled Errors: Could Use Some Help
I’m getting 3 compiling errors when I test my flash movie:
could you guys give me some advice on how to sort out these issues and correct them. its driving me crazy trying to resolve the problem.
Attach Code
LOCATION: DESCRIPTION: SOURCE:
Line 20 1084: Syntax error: expecting rightbrace before 0. 1 0 39 instance = this:
Line 261083: Syntax error: expecting else is unexpected. else
Line 361084: Syntax error: expecting rightbrace before 0. 1 0 94 if (int.keyCode !=Keyboard.END)
////////////////////////////////////////////////////// CODE BELOW ////////////////////////////////////////////////
package com.home.BE
{
import com.akqa.porpoise.core.*;
import com.akqa.porpoise.datastructures.*;
import com.akqa.porpoise.localization.events.*;
import com.akqa.porpoise.loggers.*;
import com.akqa.porpoise.loggers.targets.*;
import com.akqa.porpoise.tracking.*;
import flash.events.*;
import flash.text.*;
import flash.ui.*;
public class BEShell extends LocalizableShell
{
protected var loadPriorities:LoadPriorities;
protected var loadQueue:TextField;
public function BEShell()
{
1 0 39 instance = this;
Logger.target = new FirebugTarget();
var _loc_1:* = loaderInfo.loaderURL;
if (_loc_1.indexOf("env1") != -1 || _loc_1.indexOf("Akqa") != -1 || _loc_1.indexOf("dev.site.com") != -1)
{
}
else
{
Logger.mode = Logger.PRODUCTION_MODE;
stage.addEventListener(KeyboardEvent.KEY_UP, keyHandler);
}// end else if
return;
}// end function
protected function keyHandler(int:KeyboardEvent) : void
{
1 0 94 if (int.keyCode != Keyboard.END)
{
return;
}// end if
if (Keyboard.capsLock && Logger.mode != Logger.DEBUG_MODE)
{
Logger.mode = Logger.DEBUG_MODE;
Logger.info("Logger debug mode enabled");
}
else if (!Keyboard.capsLock && Logger.mode != Logger.PRODUCTION_MODE)
{
Logger.info("Disabling debug mode");
Logger.mode = Logger.PRODUCTION_MODE;
}// end else if
return;
}// end function
override protected function initializeTracking() : void
{
tracking = new Omniture(this, getPrefix(localeModel.getLocale()));
localeModel.addEventListener(LocalizationEvent.LOCALE_CHANGE, localeChangeHandler);
return;
}// end function
private function getPrefix(ITree:String) : String
{
1 0 81 return ITree.split("_")[1].toUpperCase() + "NL";
}// end function
private function localeChangeHandler(int:LocalizationEvent) : void
{
1 0 75 tracking.setPrefix(getPrefix(int.region));
return;
}// end function
}
}
Edited: 09/11/2008 at 12:15:36 PM by _flash_m
How Is The Code Compiled And Run?
Hi,
im wondering how this code is interpretet/run by flash as3.
Lets say i have a for loop:
for ( var i:Number = 0; i < 12; i++)
{
runStep1();
runStep2();
runStep3();
}
Does the as-code run top to bottom and every method runStep1, runStep2, runStep3 is run in a sequence or does the for-loop just rush through the methods and doesnt bother if the methods are totally executed?
//Criss
Removing Something From An Already Compiled SWF
I have a SWF file (no source) that has an arrow in it. I need to remove this arrow. I decompiled the SWF file to see if it had an instance name and it doesnt so I cant think of anyway of calling the arrow from actionscript. I also tried exporting a FLA from the decompiler and it just screws everything up. Any ideas?
Are //coments Compiled Into The .swf At All?
Or do they remain only in the .fla file?
Might be a bit dumb of a question, but if someone knows FOR SURE that they don't add to the size of the outputted .swf file (don't see why they should...), then I'll be sure to start using comments obsessively to help keep track of the code without worrying about the size.
Thanks!
Importing Preloader From Compiled SWF
Hi, Guys.
Need help on the following problem:
I have my flash movie that consists of many layers, actionscript and all that is in 1 keyframe.
I want to integrate there a preloader that will be chelling people while the main movie is loading.
I have it done and exported to a compiled SWF file(made in TrendyFlash Intro Builer).
Can it be integrated and play while the movie is loading?
And How?
Thank you very much.
File Size Of A Compiled SWF On A Mac Vs PC
so i never noticed until today that my video player adds 21k when i compile it on a Mac. it's the same exact FLA, and same exact AS file. i embed fonts, which i think might be the issue.
http://omgplaylist.com/assets/php/fl...=723&auto=true
http://omgplaylist.com/assets/php/fl...=723&auto=true
the first link resolves to the Mac compilation. the second is a PC. you can see the tiny differences in the text, which is the same, Gill Sans. but why would it add a crazy 21k? are Mac fonts heavier or something?
Flash Pro 8 And CS3 Compiled SWF Files
I am trying to create a site that is 100% flash and I am having difficulty. I want to load games into my games page but I don't know what version of Flash was used to create the games. How can I find out what version and then find out if they are compatible?
Edited: 12/19/2007 at 02:48:25 PM by Flash1991
Load Compiled Actionscript
Hello,
Can you compile an as file and then load the compiled version into an fla? I've searched here, on the web, and in the docs but don't see anything. If you can't, could I build a dummy movie clip (with some minimal UI that is invisible), add the code, and compile as a swc file?
Thanks.
Mike Anderson
SWF Size Larger Than Compiled
When i compile my swf file it says it's 196 Kb, but when i download the swf file from my site it says it's about 300 Kb.
Does anyone know why? Is it possible to do something about it?
Preloading Compiled Swfs?
Ive been asked to add a 'games feature' to a friends website. The 'feature' is fantastic, was on a Sunday Times CD and they can purchase the rights to use it.
However its HUGE and uses many linked swf's.
Simple to preload the first movie, but for all the linked swfs?
first thoughts are adding a prototype 'preload' to loadmovie - is this possible?
Imported Compiled Video
Actionscripting isnt easy, for me.
Hello, I've got a little problem. I've imported a videoclip into flash, by file > import > import video. Created the video as a progressive video, a self contained movieclip.
At the flash work area: I have a picture, which is a button, and goes to frame 10 with: on(release) { gotoAndStop(10); }. The videoclip is on frame nr 10, It plays, great, no problem. Until its finished. Then just a black frame appears. I want it to go back to frame nr 1, where the picture/button is. Any suggestions?
gotoAndStop(1); on frame nr 10 doesnt work. Then it just skips the flash movie when clicking on the button. I am using Macromedia Flash Professional 8.
Thank you.
Compiled Swf Is Using A Lot Of System Resources
my project which is about 228 KB is killing my system resources. What can possible be wrong, what should I check, I a little bit of code I am using google map engine to render google map live, and of course I have a good chunk of code that I include #include "actions.as" any suggestions??
SWF Size Larger Than Compiled
When i compile my swf file it says it's 196 Kb, but when i download the swf file from my site it says it's about 300 Kb.
Does anyone know why? Is it possible to do something about it?
Preloading Compiled Swfs?
Ive been asked to add a 'games feature' to a friends website. The 'feature' is fantastic, was on a Sunday Times CD and they can purchase the rights to use it.
However its HUGE and uses many linked swf's.
Simple to preload the first movie, but for all the linked swfs?
first thoughts are adding a prototype 'preload' to loadmovie - is this possible?
How Do I Edit Compiled Clips
guys, how do i edit Compiled Clip?
on the library window, when i checked the property of the clip that i wanted to edit... it is a "Compiled Clip"... and can't edit it. Pls help me on this..
tnx in advance.
LivePreview In Compiled Clips
Help with this, please.
What I did: (very simple)
I created a textFile called my_txt, then I converted this to a MovieClip and then inside the movie clip inserted the following code:
Code:
my_txt.text = context;
Then in the movieclip component definition I define an string variable called "context".
It's very simple and it works fine, then I want the component to have a livePreview so I create another flash document with the following:
A movieclip with an instancename "xch" and a TextField called lp_txt. In the first frame in another layer I used the following code:
Code:
function onUpdate(){
lp_txt.text = xch.context;
}
I export this file and use it as a livePreview for the component I created. And it works fine too. I change the context parameter in many instances of my component and every instance changes the text to reflect their respective parameter.
Finally I convert my component to a compiled clip and it starts the weird thing. If you have multiple instances of the component, every time you change the "context" parameter, it changes in every other instance too and I don't know why. Sometimes it doesn't changes the text in the other instances until I select them.
What's is wrong in there?
Flash Movies (swf) Compiled Into A CHM File
Using HTML Help Workshop, I have compiled my Flash movie (swf), as well as many other support files (xml, graphics, html wrapper) into a single CHM file. I am using the CHM file to avoid having hundreds of loose files - the CHM compiles everything into a single file. The compiled file works just great except for the following issue:
Within my Flash movie, I have a button that needs to open up a different chm (in the same directory). The button is coded as follows:
openChm.onRelease = function() {
getURL("javascript:ShowCHM('other.chm')");
};
The JS functions ShowCHM and getcurpath live in the html wrapper for the swf. I've also tried it with the functions defined in the Flash movie.
This is not working. Has anyone else worked with swf's compiled into CHM?
thanks,
jill
Source For Compiled Clips? (they're Bloating My Swf)
I added a contact form to my site from a demo linked to by this site. It's great and actually gives the writer some feedback f their message was sent, but it uses three compiled clips that add 150K to my swf!
(also I'm unsure why my preloader won't start until they're loaded, even though I didn't check "export on first frame," instead putting them in an unseen second frame)
While I understand they're nice and modular, I can't believe they're so large for how simple they appear. Is there any way I can create identical components or copy them from somewhere without the overhead from whatever is making them more than double the size of my movie?
They are:
TextInput
TextArea &
Button.
Are these components more complicated than they look? Beyond their parameters, what else is there to them?
My contact form is nearly the same as demo for "Flash - PHP feedback form" here:
http://www.experiments.flashmatics.co.uk/#
Load Swf Compiled In Other Version Problem
my application compiled in flash8 load dataObject.swf maden in flash mx into container. and when i run it in player it's work correctly.
When i run it from html in Firefox it don't load dataObject correct. I mean that my application don't see the functions into dataObject, like getBytesTotal and custom functions. also it don't see the properties. What to do? why it work correct in player but don't work in mozilla browser?
How Hard Is To Read Compiled Actionscript 3.0 ?
we all know that it is possible, using flash decompilers, to read as 2.0 file down to variable names. I know that as3.0 is supposed to be faster language, so I presume that CS3 compiles code into something a bit more native and therefore harder to understand. I am creating a very complex game that has some rather unique features which I would not want to share with the world, so I want to know how safe is my code? I don't care if it is possible to make simple changes, but as long as no one can read variable names and stuff like that, code should be very hard to read indeed.
Edited: 05/08/2007 at 01:04:29 PM by SonOfChaos
Error Loading *.swf Compiled From Flex
When i load a swf made by Flex 2.0 in my code (which is made with AS 3.0 *.as classes and compiled with mxmlc.exe) - the rendering of the swf is highly unstable in Firefox.
The .swf file *does* load, and no errors is thrown as far as i can see at runtime when i addChild the loaded swf. When checking ProgressEvent.PROGRESS, i see the file getting loaded.
I can see the loaded swf-file visually in my Firefox-browser about 1/4 of the times i refresh the page. (I clear cache every time).
If i load a jpg-picture or a swf-file published from Flash 9 Public Alpha, (even Flash 8) everything works as a charm.
My Flashplayer is 9,0,16,0 for both IE and Firefox.
Anyone have the slightest idea about what can cause this problem? I have tried to turn on and off all imaginable settings inside Flex publishing settings, but nothing seems to help, and im renderd puzzled by the randomness of this error.
Compiled Clips With Tween Class
Short question: are the tween and ease classes lost in a compiled clip?
Explanation: I have this movie that I am working on in which I wanted to speed up using a compiled clip. It can be seen at:
http://www.rudiart.com/rudi7.html
Now the clip in question is the big graphic front and center that starts animating from the bottom and works its way around to the top. It seems to slow down quite a bit because there are a lot of things going on at once.
The vector graphics animate using the tween and ease classes from actionscript.
I thought that I could speed this whole process up by converting the clip to a compiled clip but it apears that all the tween classes are lost in doing this, as seen below:
http://www.rudiart.com/rudi7a.html
Is there anything I can do to make it so that my clip moves at the desired speed with the motion tweens I want?
[Flex Builder] CSS File Compiled Into SWF...
Hello,
I have a problem with all my css files in my Flex project. I need them to be compiled into SWF because its the only way to load and switch them at runtime.
I use a ClassReference to a custom programmatic skin in the css file:
skin: ClassReference( "com.someawsomepackage.util.manager.SkinManage r" );
MY PROBLEM is that I HAVE TO place the various css file in the ROOT folder of my project so that the compiler can find and compile this classreference along with the css.
I would like to place the css files into a style folder... But I will get a compile error if I do so.
Anyone has an idea ? Maybe some additional compiler arguments? (I've been using it only through the Flex Builder )
thx !
Alex
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