How To Tween Amount Of Bitmap Tracing?
Can anyone give me some advice on how to go about creating the following effect? I want to take a bitmap image on the stage, and make it tween (lets say over 20 frames) from a highly detailed image into a traced image. I know you can't tween a bitmap, so I guess what I want to be able to do is tween the settings of the ray tracing (color threshold/minimum area/curve fit/corner threshold). Is this even possible? Anyone????
Thanks in advance for your help on this...
ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 02-20-2007, 07:19 PM
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BitMap Tracing
Sorry this might be a dumb questions but....Bitmap tracing, how do u do it?
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Using Adobe AfterEffects I created a sequence of shapes and exported it as a .swf. It exports each frame a .jpg which are antialiased. I'd like to vectorize these jpgs and I've played around with the trace bitmap tool, but it vectorizes the antialiased pixels as their own vectors, so I get lots of separate, tiny vectors.
For example, if you import a bitmap circle, and try to vectorize it, you don't get one smooth circle vector but rather a lot of smaller vectors.
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Hello All,
Im following this tutorial:
http://www.flashkit.com/tutorials/Sp...-609/more2.php
the only problem is im running into difficulties when I trace certain images in Freehand 10 (i dont have illustrator)....
Im not a pro with graphics tools such as Macromedia Freehand or Adobe Illustrator, can anyone point me to some good sites where I can learn to use the tracing tool. Or can anyone here help me?
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I always get pixelated lines, i want really smooth curves but i cannot get them.
I have tried every bitmap tracing option and it is still not very smooth.
Tracing Bitmap From Flash
tracing bitmap with Flash
A great way exporting png from mask
is givin you the possibility to obtain an transpared object in flash
at highest quality, esspecialy when we talk about exporting
objects that has curves.
All is ok till in flash we import our png object, we trace it and
wow looks exactely like we want, the best quality, all filters we
applyed are still present, so we'll have an object like in Photoshop,
the problem is that Flash is readin this object little more hard, because when we traced it the object was broken in many parts and now
it's more hard to work with it, I mean the speed of work,
does anyone know a possiblity to combine it again as one object and use it for other option like makin a glow or shadow for it ?
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HI, I am making a site where I have to use twelve small high quality jpegs, that I will convert to vector graphics so that I can make my movie 100% resizeable. My main obstacle is file size. Right now it's costing me about 70k per image. The high quality images are being imported at about 10k each, I then 'Trace Bitmap' and then 'Optimize.' I publish with jpeg quality 30 and the file size is still large. I used color threshold:10, minimum area: 1px, curve-fitixels, normal corner threshold.
I feel like I'm doing something wrong, any help is greatly appreciated.. Thx!
[F8] Problem With Tracing Bitmap, What Parameters ?
At first, sorry for my english, it isn't my first language
I have problem with good tracing bitmap, that graphic will be good (no pixelize).
I don't know how to say it, I will give You an attachment
http://atay.ksiezyc.pl/fla_files.rar [4MB]
there are 2 files:2show_navigation.fla - here is tracer graphic to shapes, and swf file is 300kb file and it's good. There is no ugly corners, and the model is not pixelize too2trace_navigation.fla - here is my file, with new bitmap (copied from Photoshop). Now when I'm compiling it - it's ugly because he is saving it to JPG and the lines on the left side (which divides menu categories) are ugly. So I want to trace this bitmap to shape, but I don't have idea what parameters I should enter to Trace Bitmap dialog to have not big (about 300kb) and pretty swf file at end without ugly corners. Can anybody help me ?
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I am planning to create flash tutorials on my website. Although they may never be as good as Kirupa's , I still feel that I may be able to help many troubled "flashers". So here goes! Please give me your comments on the following text-only tutorial.
Tutorial : Tracing a Bitmap
Version: Flash 5.0
After using flash for up to one hour, one can easily notice the limited drawing tools in Flash. "How can anyone create decent animations with these enhanced MS Paint tools?" Well, Macromedia hasn't dissapointed anyone here. Bitmaps and other image files can be easily imported or pasted into Flash's workspace.
But Flash can do much more than that. After copying and pasting your image, you've probably noticed that you cannot edit in flash. Indeed you can with Flash's Trace Bitmap feature. With this, you can convert your imported bitmaps into vector graphics allowing you to animate and re-edit your image in flash.
The process of it all is very simple. After importing or pasting your bitmap in Flash, make sure you have it selected. Then advance to the menu bar and click on Modify, Trace Bitmap... Another window will appear on your screen titled "Trace Bitmap." For now, just click OK and ignore the other options. After clicking ok, you will notice that the image is now fully editable. The different colors can be seperated and changed as any other shape created in Flash. This truly is an amazing feature and very useful.
Even after this you may still be dissapointed. You can notice that during this Trace Bitmap process, the vector based image looks different than the original. This change can be controlled. Once again, insert a bitmap into Flash. Now go to Modify, Trace Bitmap... Now just look at the options in the new window. Your given the power to change the Color Threshold, Pixel Area, and smoothness of your image.
The Color Threshold number will affect the variety of colors in the vector based image. To add more color, decrease the number. To have less color, increase the number.
Like the Color Threshold, the pixel area also affects the amount of different colors in the vector image. To have more colors, decrease the number. To have less colors, increase the number.
The Curve fit drop menu affects both the color and smoothness of the vector image. By choosing "Pixels", the colors of the vector image will be very distinct and sharp. By choosing "Smooth" or "Very Smooth," the colors of the vector image will blend together and have a more rounded look.
The final option is Corner Threshold. This simply adds more corners and makes the image less smooth or it makes fewer corners and makes the image more smooth.
Even after all these options, you still may not get the effect you want. So you may be forced to edit the image in flash by adding sharper outlines, removing colors, etc. If your planning to create a bitmap and later converting it into vector graphics, keep in mind that using solid lines helps. Otherwise the colors of the new vector image may look mixed and smeared.
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Hi,
I want to zoom into a movieclip with a bitmap image (500x375), but when zooming by increasing x and y scales (from 100% to 125%), the result is not very good.
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Attach Code
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easeType = mx.transitions.easing.Bounce.easeOut;
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Hey,
This time I have a design question.
I have a turntable plate turning, with a girl standing on the edge.
The problem is that this girl is not vector, but a picture (bitmap).
Since she is standing over the edge, I should make she scale down and up when she gets closer and far.
I am using a tween with a path to make her move, but when I rescale the bitmap it looks very sawed. There is a way to detour that, applying some automatic anti-aliasing or so?
Make sense?
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here's what it looks like on the first few frames:
here's what I want it to look like on the first few frames:
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--Hofuzz
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i've searched the threads and
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i was wondering if anyone knows a
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David "O"
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I need to move the map around very slowly, as I'm going to have the progress of a journey shown on another layer. My problem is that I can't get the map to move as smoothly as I'd like. It seems to jerk horribly, especially when moving diagonally it has a kind of step effect - like it's moving sideways one pixel then up one pixel instead of going directly to the diagonal. My framerate needs to be 21, but increasing it doesn't seem to help.
Here's what I've tried so far:
- enabling/disabling runtime bitmap caching
- increasing the framerate to various values even as high as 50
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- tried using a motion guide instead of multiple keyframes
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Is there anything else I could try to get this map sliding around more smoothly?
Thanks very much for any suggestions.
:update - checking the 'allow smoothing' option in the properties of my original image made this work great. The only thing is that the movie uses a few more % CPU with smoothing on. I'm not sure if that is a problem or not?
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Hey everyone,
So, I'm loading a jpg into a BitmapData variable, which is liked to a Bitmap variable, then I resize the Bitmap variable.
Every 10 secs it unloads the current bitmap and loads a new one.
But I want to draw the resized bitmaps to a separate BitmapData Variable, except when I try and do that it draws it in the original size... ? Why doesn't it draw the new resized version?
Any ideas?
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hi,
Wanted to create a walking character, using a large image of all this character postures as resource.
Did this:
1. Created a new Bitmap with its BitmapData
2. Created an EnterFrame event listener to this Bitmap where:
a. I move the Bitmap to the right
b. I change the character posture by copying pixels from the large image to the characters BitmapData
Works fine...
But then I've added another layer (sprite) on top of this bitmap.
Added a glow filter to this layer (sprite) and got the following bug:
The character (Bitmap) is leaving trails as it moves... as if Flash doesn't clean after it...
Please see attached files - it's all there, short and clear.
Basically, the pseudo code looks like this:
--------------------------------------------------------------------------------------------------------------
var __sourceBmpData:SourceBmpData = new SourceBmpData(72, 128);// SourceBmpData is a linkage name to an image on the library
var __imgBmpData:BitmapData = new BitmapData(24, 32, true, 0x00000000);
var __imgBmp:Bitmap = new Bitmap(__imgBmpData);
this.addChild(__imgBmp);
// add event listener
__imgBmp.addEventListener(Event.ENTER_FRAME, Walk);
// bug layer
var bug_mc:Sprite = new Sprite();
this.addChild(bug_mc);
var glow:GlowFilter = new GlowFilter();
glow.color = 0xFF0000;
bug_mc.filters = [glow];
// enter frame
private function Walk(event:Event):void {
__imgBmp.x = 32 + __posX * 12;
__imgBmpData.copyPixels(__sourceBmpData, new Rectangle((__posX % 3) * 24, 32, 24, 32), new Point(0, 0));
__posX++;
}
--------------------------------------------------------------------------------------------------------------
Is it a bug or am I doing somthing wrong?
Thanks,
EZ
CopyPixels While Moving Bitmap When Overlay Layer Has Bitmap Effects Bug?
hi,
Wanted to create a walking character, using a large image of all this character postures as resource.
Did this:
1. Created a new Bitmap with its BitmapData
2. Created an EnterFrame event listener to this Bitmap where:
a. I move the Bitmap to the right
b. I change the character posture by copying pixels from the large image to the characters BitmapData
Works fine...
But then I've added another layer (sprite) on top of this bitmap.
Added a glow filter to this layer (sprite) and got the following bug:
The character (Bitmap) is leaving trails as it moves... as if Flash doesn't clean after it...
Please see attached files - it's all there, short and clear.
Basically, the pseudo code looks like this:
--------------------------------------------------------------------------------------------------------------
var __sourceBmpData:SourceBmpData = new SourceBmpData(72, 128); // SourceBmpData is a linkage name to an image on the library
var __imgBmpData:BitmapData = new BitmapData(24, 32, true, 0x00000000);
var __imgBmp:Bitmap = new Bitmap(__imgBmpData);
this.addChild(__imgBmp);
// add event listener
__imgBmp.addEventListener(Event.ENTER_FRAME, Walk);
// bug layer
var bug_mc:Sprite = new Sprite();
this.addChild(bug_mc);
var glow:GlowFilter = new GlowFilter();
glow.color = 0xFF0000;
bug_mc.filters = [glow];
// enter frame
private function Walk(event:Event):void {
__imgBmp.x = 32 + __posX * 12;
__imgBmpData.copyPixels(__sourceBmpData, new Rectangle((__posX % 3) * 24, 32, 24, 32), new Point(0, 0));
__posX++;
}
--------------------------------------------------------------------------------------------------------------
Is it a bug or am I doing somthing wrong?
Thanks,
EZ
Can't See A Bitmap Under A Mask When Moving The Bitmap With Elastic Motion
The um... title... kinda said it all. I have a mask. I have a bitmap under the mask. I want to move the bitmap around with elastic motion so I put it in an MC and cut and pasted some functions.
I can see it moving fine when i delete the mask. And I can see it masked fine when I delete the functions. But when both are there I just get emtpy space.
Is there something I don't know but shoud about elastic motion and masks or is there something ****y going down and I probably need to post the FLA?
Thanks all,
-damnit.
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I've got a bitmap-filled rectangle I'm using as a background. I'd like to resize the rectangle dynamically without stretching the bitmap, ie the bitmap needs to tile.
I can do it with BitmapData using the tile option, but it's really slow. Is there an easier way to do this that I'm missing?
Draw A Bitmap Line Or A Bitmap Polygon
I need to create a flash/flex/ActionScript3 program that allows user to draw lines and polygons with legends. The legends are provided as bitmap. I'm thinking that I have to use bitmapfill to do the work. Is this the best approach?
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For polygons, can we use bitmapfill to fill irregular shapes?
Thanks,
-Maggie
Bitmap Font Text Drawn To Bitmap
Is there a way to write a bitmap font right into the bitmap being desplayed?
Mabey better worded:
myBitmap.draw(image, t) draws a picture is there a way to draw text?
I'm stuck even if its just a work around in some way I would like to know... (the current work around i have in my head is writing it in a movieclip turning that into bitmap data and drawing it... esentially creating a prototype answering my question... but a built in way would be easier probably).
Draw A Bitmap Line Or A Bitmap Polygon
I need to create a flash/flex/ActionScript3 program that allows user to draw lines and polygons with legends. The legends are provided as bitmap. I'm thinking that I have to use bitmapfill to do the work. Is this the best approach?
As the line may change the direction, I will need the bitmapfill to change direction following the direction of the line. What is the best way to do this? Any example out there?
For polygons, can we use bitmapfill to fill irregular shapes?
Thanks,
-Maggie
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Hey,
Is there any way to speed up bitmap smoothing? or to achieve the same effect with something less processor intensive? Or maybe a way to reduce the amount that it smooths or something. Btw, when I say speed up I mean less processor intensive.
In the project I'm currently working on the image must be rotated and scaled smoothly to 1.5 times it's starting size. If there is any different way to achieve a smooth-ish image please let me know. Even if it's really complicated, if it's at all faster I want it hear it.
How I'm currently doing it is I load in the images (jpg) from an XML file, create a bitmap take the bitmap data from the loaded jpg and enable smoothing. Then I add that bitmap to a movieclip and then I do my stuff from there. It's a complex photo viewer. It all works, but I need to make it work using less resources.
Any ideas are MUCH appreciated! Thanks
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I want to scale both the _xscale and the _yscale properties of a clip, using a single execution of the Tween Class. See example below:
Code:
import mx.transitions.Tween;
var myTween:Tween = new Tween(myMovieClip_mc, "_xscale", Strong.easeOut, myMovieClip_mc._xscale, 300, 5, false);
Since one property at a time must be passed as a string to the constructor, I tried the following code, but it does not work quite as flawless as I expected:
Code:
myTween.onMotionChanged = function() {
//trace( this.position );
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};
Any suggestions?
Amount Of LoadMovie 's Possible.
I got a quick question for you all:
I built a main movie/ time line for the site that I am putting together, The way that I am doing is it, I am having a bunch of loadMovie's (swf's) that will load into my main interface. how many is too many, I have 26 diffrent swf's for diffrent sections. Is this okay. I hope so.
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Hi there
I was wondering about the concept of executing code after a certain amount of time...
is this possible?
say, like count up 5 seconds, and then do something once the count reaches 5
you can do a for loop to count upto a finite number of say 1000, but whose to say how long that will take and it'll obviously be different depending upon the speed of the machine...
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i'm trying to get an action to be performed every x amount of seconds but i'm totally lost how to do this.
i know the getTimer() function returns a time in milliseconds but where am i supposed to put the code?
please help!
Amount Of XML Tags?
Hello,
I've got an XML file that contains maps for my game. It's set up like this:
Code:
<maps>
<map>
<row></row>
<row></row>
</map>
<map>
<row></row>
<row></row>
</map>
</maps>
With the row tags containing data for the rows on the map. I want actionscript to be able to tell me how many <map> nodes there are. I've tried a bunch of different ways but I couldn't get it to work.
Max Amount Of AS/frame ?
Hi,
I would like to ask you what is the acceptable amount of actionscript in one frame? I have about of 10.000 coding lines and it seems to be ignored by Flash MX 2004
Any tips and tricks?
Thanks everybody!!!
Looping A MC For A Certain Amount Of Times
Pretty please....anyone....
What I am trying to do is I want my MC to loop for five times and then jump on to another frame (where the fadeout starts)
I have been trying my luck with a if else statement checking wether the variable loop has reached the value of 5 if yes I want it to jump on. I don't get any errors in the output but the darn thing won't stop looping...
can anyone help me please...?
Does Amount Of Commands Matter?
HI I have this button with on rollover, it does like 3 telltarget commands... does that affect how it works?
I say this because 1 thing doesnt work and the others do...
Large Amount Of Pictures
I am going to recieve a large amount of pictures (about 100). Should I put them in flash using the back next button or should I use another form of coding? The main point is to cycle through images by just clicking back/next in a popup window.
Thanks.
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