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Actionscripting In Stead Of 50+ Keyframes



Hi,

I have the following problem,

when I view my SWF in IE, 90% of the movie plays great (good speed). but there is one scene that's just a little bit to slow, The scene contains various movieclips but the problem occurs on a specific time.

The movieclip then playing, is a movieclip that contains 50 Keyframes containing the same symbols, only skewed/rotated.

On my computer (XP 1900+) it looked to slow, and on other PC's (P3-800)it looked crap. Is this because of the 50 Keyframes containing the same symbols, only skewed/rotated it has to display???


FPS = 12 (24 doesn't speed it up)
Movie : 800 x 500
No Alpha is being

Maybe someone could help me,

Thanx A lot,

Laurens


p.s. would actionscripting help me?



FlashKit > Flash Help > Flash ActionScript
Posted on: 07-10-2002, 05:22 AM


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I'm pretty much trying to do exactly what this tutorial is showing except for the fact that I'm using a png image rather than the vector within flash.
http://www.youtube.com/watch?v=EbPegdOvq2A

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Desired_Latitude = -35.117;
Desired_Longitude = 137.827;
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Desired_Latitude = -35.117;
Desired_Longitude = 137.827;
Desired_Latitude = -35.117;
Desired_Longitude = 137.827;
Desired_Latitude = -35.117;
Desired_Longitude = 137.827;
Desired_Latitude = -35.117;
Desired_Longitude = 137.827;
Desired_Latitude = -35.117;
Desired_Longitude = 137.827;

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Hi.

Say, I have 100 keyframes in a single layer and I want to move them all together on y-axis. How can I do that?

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Please help.

Thanks in advance.

How Do I Navigate Between Keyframes?
Hello all,

I've looked everywhere for the answer to this and have not been able to formulate an answer. This is what I'm trying to do. I have created 4 keyframes (and labeled 1, 2,3, 4 respectively for easy referencing for the sake of this question.)

Within each keyframe, I have defined the actionscript as:

frame 1: (psuedocode - created my buttons to click start, upon clicking the start button "stopAndPlay(2);"

frame 2:
import asdata.game;
var level1:game = new game("level1")
addChild(level1) //this plays the .as file
level1.startGame("level1")

frame 3.
import asdata.game;
var level2:game = new game("level2")
addChild(level2) //this plays the .as file
level2.startGame("level2")

frame 4. (pseudo code: show game over screen)

My question is how do I tell frame2 that when the game is finished, to go on to play frame 3? And when the game is over in frame3 to show the frame 4? I'm sure the answers are similiar for either question. Am I approaching how to navigate through playing an .as file the wrong way? (I thought I could create different instances from my .as file then manipulate whether they execute from the timeline thus playing whichever instance I wanted.)

Any help is appreciated.
Marion

Copying Keyframes
Help me!!!!!!

Im trying to do somehting that should be simple... what i need to do is copy some keyframes of some animation i did onto another different movieclip. I already have the animation i need done and you can see that in my news section. sooooooo all i need is to copy already made animations onto new movie clips for the other sections. Is it possible??

see for yourself what i mean at:

http://www.wideopenwest.com/~kbrowe8086/

Working With Keyframes
Ok, just was hoping to get a little bit of help in this forum on a bit of an issue I'm having with Flash.

Currently, I'm working on a project for class -- which is building my entire portfolio in flash. I have different sections of my work and I'm having a problem with transitions. This is what's going on.

I have different sections for different works. For example, I have a 2D section, 3D, Interactive, Film, all that stuff. Each has a button, obviously, that will take you to that corresponding section. Each button has its own customized transition.

For example, when you click on the 2D button to navigate to the 2D section, text comes across the screen that just says, "2D" and the same with every other button. Each one of these transitions are on the root timeline. Also, each transition is identified by a frame label.

btn_2d.onRelease = function() {
whereto = "2d";
gotoAndPlay("twodee");
};

"twodee" is the name of the frame label that the transition is on. The "whereto='2d'" is simply lingo code because I'm publishing this in Director.

Now here's the problem. Each button plays their corresponding transition, but then cycles through all the other ones for the other buttons also, so I've got about six transitions that play before the right page displays.

So in other words, if I was to click the button to take me to the 2D section, that 2D transition would play, then the 3D transition, and all the others. Once all the transitions have played, I'm finally at the 2D page.

So my question is, is there a way to have Flash play only a certain number of keyframes and then stop? I've tried a few things, but none have worked and have been pondering this for a few hours trying to make it work, but haven't been able to.

Any help would be greatly appreciated.

Frames Vs. Keyframes
I'm just learning Flash...I know After Effects and PS, and I'm also learning HTML....

I'm going thru the lynda.com movies on Flash CS3 and I'm unsure exactly what Frames are. I understand keyframes but don't really get the purpose of Frames or the representation of them in the timeline. I thought they were just to define the duration of an object, shape or button but when I see Frames in the time line between keyframes that seems to go against that reasoning. Would someone explain?? Thanks.

Daniel J.

Linking Keyframes
I am using CS3. I asked earlier how one keyframe can be hyperlinked to go to another keyframe (frame 325 to 120). The answer I received was: place a button symbol on frame 325 with the following script: on (release) {gotoAndPlay(120);} I tried and there MUST be a step or two missing----I cannot do it. Where is the release button, where is the {gotoand Play(120) and is that a colon or semi-colon at the end? A million thank you's to whomever can assist! I'm a GREEN newby who needs a step-by-step I guess!

Hierarchial Keyframes
I am trying to add motion-tween'd movement to a symbol that has "lipsync" style animation keyframes on it in such a way that the movement keyframing doesn't interfere with the lipsync keyframes. I haven't been able to do this, and I have made some simple .fla files to show the problem I have.

First, this is the starting point:

http://sumaleth.com/temp/lipsyncproblemA.fla

That has some basic lipsync-analog animation, where the number changes on frames 11, 21, and 31. If you play it back on the stage you'll see the number change correctly on those frames.

Now I want to add movement to that symbol: have it tween-motion from the top/left to the bottom/right over frames 10 to 25. This is how I tried to do it:

http://sumaleth.com/temp/lipsyncproblemB.fla

There I simply selected the "outer" symbol, added keys at 10 and 25, and turned on motion-tween.

And that works great until I try to tweak the movement animation. For example, if I go to the stage and click frame 10, and then drag it left to frame 5 I get this:

http://sumaleth.com/temp/lipsyncproblemC.fla

If you play that back you'll see that the motion is now correctly over frames 5 to 25, but the lipsync has changed too! The change to "11" happens at frame 6 now, instead of frame 11, and all subsequent changes happen 5 frames early.

If you double-click on the symbol, you'll see that its keyframes are still on 11, 21, and 31.

Why does tweaking of the movement keyframes mysteriously modify the lipsync keyframes, and/or what method should I be using to do this seemingly simple task?

This is the trial version of Flash CS3.

Thank you.






























Edited: 09/21/2008 at 08:31:56 PM by Sumaleth

How Many Total Keyframes In FLA?
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