Weird Tween
This is kinda weird, i tried to let something change with a shape tween but then I get such weird thing
Any1 knows what I did wrong?
FlashKit > Flash Help > Flash Newbies
Posted on: 07-11-2003, 04:44 AM
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Weird Tween
i am getting a weird line through my very simple motion tweens when my image is fading out. any ideas? i'm at a big loss and any help would be appreciated! i have tried reimporting, upping the frames per second, etc?
thank you!
http://www.jenkao.com/jk_061407.html
(click on collections to see the slideshow with the bad effect)
Tween Problems - Really, Really Weird
strange problem - have a menu set up that drops down... when you go from the start of the file it doesn't tween correctly, however if you have another drop down open and make the selection and go back to EXACTLY the same place it works perfectly... any suggestions ???
Weird Tween Class Bug?
Has anyone else ever had a problem with the tween class not tweening to the full extents? I'm building a site interface which fakes a 3d depth by placing movie clips on different layers, then selecting a page will 'zoom through' the layers (by tweening each subsequent layer's scale by a different factor, and tweening it's alpha property from 0->100%) this works nicely, but when moving backward through the layers, I need the back layers to gradually dissapear (i.e. alphas go from 100%->0%) They go from about 100%->5% !? Has anyone else ever had a similar problem, maybe the timings of the tweens have to match?
Cheers for any input.
Code:
lySustainable.bnAbout.onPress = function()
{
if(tweenLock==0)
{
tweenLock=1;
scaleTween(lySustainable, 100, 25, 2);
scaleTween(lyLifestyles, 500, 25, 2);
scaleTween(lyAbout, 1000, 100, 4);
alphaOut(lySustainable);
alphaOut(lyLifestyles);
alphaIn(lyAbout);
}
}
function alphaOut(clip)
{
var alphaTween = new Tween(clip, "_alpha", regular, 100, 0, 2, true);
}
Weird Shape Tween?
I am creating a shape tween for a project and when I tested what I had done so far, I find out that the shape tween as some sort of rotation to it and I cant figure out why. On the frame right after the first keyframe that I use to start the shape tween, one of the squares angles is down some so it gives it a sort of rotation when tested. I cant figure out why it does this either. Any help would be appreciated. Thanks.
Weird Shape Tween?
I am creating a shape tween for a project and when I tested what I had done so far, I find out that the shape tween as some sort of rotation to it and I cant figure out why. On the frame right after the first keyframe that I use to start the shape tween, one of the squares angles is down some so it gives it a sort of rotation when tested. I cant figure out why it does this either. Any help would be appreciated. Thanks.
My Jpegs Do This Weird Squeeze When I Tween Them
When I put a simple motion tween on my jpegs, they sometimes do this little horizontal squeeze, where the image sort of contracts.
All I'm doing is a simple fade in from zero transparency. Any idea why this happens, and how I can avoid it?
Thanks
Scripted Tween: Weird Artifacts....a Bug ?
I've done a very simple tween of 25 lines of text, with one line fading in when the other fades out.
The original was a bit different with 3 lines being displayed at the same time, but I needed to make a different version with one line visible only.
BUT this new version is giving me weird artifacts on top of the text, like there's some irregular kind of mask on top of each layer.
I'm really puzzled....I made it again, starting again from the original, but the same thing happened!!
I really don't know how to fix this very strange problem of a non-existent mask/artifacts, so any kind of help is very much appreciated!
Weird Problem With Tween Class
I'm have been testing some ideas for buttons for a site i'm working on...
I have the tween working great, but I am getting a weird pop at the end.
The AS is:
Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
btn_pals.onRollOver = over;
btn_pals.onRollOut = out;
btn_theater.onRollOver = over;
btn_theater.onRollOut = out;
btn_tools.onRollOver = over;
btn_tools.onRollOut = out;
btn_creed.onRollOver = over;
btn_creed.onRollOut = out;
btn_contests.onRollOver = over;
btn_contests.onRollOut = out;
function over()
{
var xgrow:Object = new Tween(this, "_xscale", Elastic.easeOut, this._xscale, 125, 1, true);
var ygrow:Object = new Tween(this, "_yscale", Elastic.easeOut, this._yscale, 125, 1, true);
var xgrow2:Object = new Tween(this.link, "_xscale", Elastic.easeOut, this._xscale, 175, 2, true);
var ygrow2:Object = new Tween(this.link, "_yscale", Elastic.easeOut, this._yscale, 175, 2, true);
}
function out()
{
var xgrow3:Object = new Tween(this, "_xscale", Elastic.easeOut, this._xscale, 100, 1, true);
var ygrow3:Object = new Tween(this, "_yscale", Elastic.easeOut, this._yscale, 100, 1, true);
var xgrow4:Object = new Tween(this.link, "_xscale", Elastic.easeOut, this._xscale, 100, 1, true);
var ygrow4:Object = new Tween(this.link, "_yscale", Elastic.easeOut, this._yscale, 100, 1, true);
}
Here is the swf:
SWF
If someone can tell me what is going on, please explain. Thanks so much in advance.
Scripted Tween: Weird Artifacts....a Bug ?
I've done a very simple tween of 25 lines of text, with one line fading in when the other fades out.
The original was a bit different with 3 lines being displayed at the same time, but I needed to make a different version with one line visible only.
BUT this new version is giving me weird artifacts on top of the text, like there's some irregular kind of mask on top of each layer.
I'm really puzzled....I made it again, starting again from the original, but the same thing happened!!
I really don't know how to fix this very strange problem of a non-existent mask/artifacts, so any kind of help is very much appreciated!
Weird Distortion Using Alpha And Motion Tween
I'm creating a small slide show to be view online!
Each picture is set inside a Movie Clip so I can use the Alpha property for each transition. What I do is place the first MC into layer 1, after a few seconds I place the second MC into layer 2 and create a tween from 100% to 0% alpha on the first layer in order to make the second picture show. For some reason the picture kind of jump and get distorted for a blink!!! In order to solve the issue I found out that if I leave an other picture at 0 alpha on top of the picture I'm trying to show, there is no distortion!! I had this problem before using alpha and motion tween! Anyone knows how to get around it? And why it happenes?
Timeline Motion Tween Issue (Weird)
Hi all,
I have some problem about timeline motion tweens in Flash CS3.
In two projects I have faced the same problem.
When I compile the SWF, some timeline animations do not play accurately.
But if I enter the edit mode of that movieClip and slide through timeline and compile the SWF again, oops the animation plays perfect until I close the FLA and open it again.
This is so weird I think.
I've tried to compile for different Player Versions, tried the silent sound trick and some more... But no solution.
Does anyone have an idea about this?
thank you for your time...
Guide With A Weird Shape Tween Question.
I was wondering if anyone knows how they did these little flare thingy's. I know how to make a shape follow a Guide Layer but how do you get the shape to morph like these do:
http://www.cirquedusoleil.com/Cirque...banco_home.htm
click enter and look at the flares going up the left side, If anyone know of a tutorial the gives a basic idea of how to do this that would be cool too!
Thanks,
Josh
Tween Class Transitions Creating Weird Visual Glitches?
Hullo fine people
I've been knocking together a wee image gallery app, and I've used the new AS3 Tween Class to swish the images left and right with cute little scaling and alpha eases.
The coding of such transitions is indeed vastly improved (random garbage collections stopping the transitions aside ) over AS2 ... however, I can't help but notice that there's an awful lot of flicker and visual glitching on the end result.
See my work in progress example to see what I'm on about - when the transitions are in motion, there's very noticeable flicker and glitching until it settles into the ease and finishes:
http://chris-beaumont.com/temp/ImageGallery.html
Does anyone know why this is or what I can do about it?
I was thinking about writing custom functions to manage the transitions and ditching the Tween Class alltogether, but wanted to know if this was likely to have any effect before I start.
Many thanks!
Chris
Weird Lines Appear During Motion Tween That Involve Size/shape Transforms...
Hey guys, I've encountered a strange problem while making my new flash cartoon;
It happens during motion tweens involving a size or shape transformation of a movie clip - For some reason these weird lines appear and flicker on and off while the tween runs. The lines can't be erased, and I have no idea how to get rid of them or what is causing them; it tends to happen when the movie clip is more of a geometric shape like a box or a table drawn using the pen tool. I've attached some images of what they look like;
See the lines? They flicker on and off, its really distracting and annoying.
I've tried to break apart the movie clip and do the size transform as a shape tween rather than motion tween but the lines still pop up RIGHT when I try to change the image's size or shape. It's happened on more than 1 occasion, after restarting the program too so I dont know whats wrong.
As you can see in the images, the lines kind of flicker on and off,change color as the tween runs.
Does anyone know how to remove these/avoid these? I would really appreciate any tips or suggestions. Thanks alot guys!!
Help: Weird Or Not So Weird Thingy With Dynamic Text Animation
http://www.david.bullaro.com/
there are 3 buttons on the right side education, experience and awards. Each loads an MC that then motion tweens into view from the side. The MC dynamically loads a text file. At the end the text blinks once. I understand the blink because i needed to reload the text for that keyframe but is there anyway around that blink?
TIA.
[F8] Weird Weird Loading Problem
Hey all,
Check out this project I'm working on:
http://www.niekdekker.com/overig/
The weird thing is, and you can see this, that the movie just stays white while it's loading. When the movie is fully loaded the movie begins.
And I am CERTAIN this has nothing to do with the way I built my flash. Even if I remove all the loading code it's still just white until it's all loaded. Think about it: There's isn't even a white frame in the entire movie!
So I dont' know what I am doing wrong.
Does anybody recognize this problem?
Thanks in advance,
Niek Dekker
Weird, Weird Stupid Problem
Ok, guys so I pressed something on my keyboard in actionScript 3 while writing code, and some weird sybmols popped up all over the place, I can't get rid of them :/
there is >> after every indent and line, and also some sort of backwards "P" on every new line.
does anyone know how to get rid of these? Cause they are crowding the code, and it's really hard to read and write.
Thanks deewds
Weird Weird Mask Problem
For some reason, all of a sudden, I'm experiencing a weird problem:
If I load an external swf into a movie clip that has a mask, the swf fails to show up. Delete the mask, and the swf appears. Put the mask back in, and POW! no swf.
The odd thing is, a project I authored a few weeks ago, with masks, works just fine!
Anybody else experience this issue??
I'm running OSX Tiger on a G5 dual processor.
Weird Weird Mask Problem
For some reason, all of a sudden, I'm experiencing a weird problem:
If I load an external swf into a movie clip that has a mask, the swf fails to show up. Delete the mask, and the swf appears. Put the mask back in, and POW! no swf.
The odd thing is, a project I authored a few weeks ago, with masks, works just fine!
Anybody else experience this issue??
I'm running OSX Tiger on a G5 dual processor.
Tween Class: Can One Tween More Than One Property Using The Same Tween
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 );
myMovieClip_mc._yscale += (300 - myMovieClip_mc._yscale)/12;
};
Any suggestions?
[f8]weird DuplicateMovie...very Weird...
Hi,
I'm trying to create an application where users can add a textfield from the context menu and then extend the textbox to suit their needs. I have managed to do this pretty much but something very odd is happening when the clip is duplicated...see SWF.
Where am I going wrong if I just want the clip to be duplicated and I don't want the original clip visible otherwise the context menu would be pointless.. Notice what happens when you right-click a second time and try to extend the clip.
Code:
root_cm = new ContextMenu();
root_cm.hideBuiltInItems();
root_cm.customItems.push(new ContextMenuItem("Add card", itemHandler));
function itemHandler(obj:Object, item:ContextMenuItem) {
for (i=0; i<100; i++) {
card1.duplicateMovieClip("card1"+i, i);
}
};
_root.menu = root_cm;
And this code inside the MC
Code:
this.drag_mc.onPress = function ()
{
this._parent.swapDepths(_root.getNextHighestDepth());
this._parent.startDrag();
dragging = 1;
};
this.drag_mc.onRelease = function ()
{
trace("new_y=" + this._parent._y);
this._parent.stopDrag();
dragging = 0;
};
stop();
Finally I use this to enlarge the textbox:
Code:
onClipEvent (enterFrame)
{
if (pressing == true)
{
_parent.textbox._width = _x + 37;
_parent.textbox._height = _y + 32;
_parent.drag_mc._y = _y + 15;
_parent.drag_mc._x = _parent.textbox._width / 2;
} // end if
if (_parent.dragging == 1)
{
} // end if
}
Help would be much appreciated as I have been trying for a while now...
Weird Problem, Really Weird.
Okay, using this script on the frame...
ActionScript Code:
var Stamina = 100;
and this on a MC...
ActionScript Code:
onClipEvent (load) {
walkSpeed = 1.5;
runSpeed = 1.8;
moveNum = 0;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
this._x += walkSpeed;
_root.Stamina -= .1;
} else if (Key.isDown(Key.LEFT)) {
this._x -= walkSpeed;
_root.Stamina -= .1;
} else if (Key.isDown(Key.UP)) {
this._y -= walkSpeed;
_root.Stamina -= .1;
} else if (Key.isDown(Key.DOWN)) {
this._y += walkSpeed;
_root.Stamina -= .1;
} else if (Key.isDown(68)) {
this._x += runSpeed;
_root.Stamina -= 2;
} else if (Key.isDown(65)) {
this._x -= runSpeed;
_root.Stamina -= 2;
} else if (Key.isDown(87)) {
this._y -= runSpeed;
_root.Stamina -= 2;
} else if (Key.isDown(83)) {
this._y += runSpeed;
_root.Stamina -= 2;
}
}
For some reason, the number never goes down by .1, it goes down by something like .100000000001. Is there a way to fix it? And how would I use Math.floor, Math.ceil, or Math.round to fix it?
StaminaBox is the name of the TxtBox
Using Stop(); On A Shape Tween Of A Swapped Movie Clip Symbol Within A Motion Tween
Thanks a lot for your time. I'm new to actionscript, and language syntax and I never really got along to begin with so I appreciate any help in the matter.
Basically the title says it all - I made a motion tween in the main scene, made a movie clip symbol (to shape tween a gradient) and added a stop(); inside the gradient-tweened-symbol. I then swapped the movie clip symbol with the motion tween in the main scene, and got exactly the effect I wanted (the item moved, then tweened itself) but the stop(); seems to have no effect.
I know this looks like one of those "that idiot didn't google before posting" questions, but I've been looking for about a half hour with different permutations of stop, doesn't work, actionscript, and flash, and I haven't found anything that seems to target this problem specifically.
If you've got any idea what's going wrong, please feel free to respond or show me how to better seek help on my own. Thanks again.
Tween Class If Moved Mc Passed Point Start Another Tween
Hey Actionscript Gurus
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate.
ie starting the second mc moving while the first tween is still moving.
I am trying to do a intro loader for my front page controlling around 7 boxes. So I need to repeat this a few times.
Regs,
Jacko
Tween Class If Moved Mc Passed Point Start Another Tween
Hey Kirupa Flash Gurus
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate.
ie starting the second mc moving while the first tween is still moving.
Regs,
Jacko
Laco Tween Engine Versus Flash Native Tween
i am wondering if there is a way to put a delay (seconds) on the flashs' native tween class like you can on the laco tween engine... such as
Code:
#include "lmc_tween.as"
my_mc.tween("_x",100,1,"easeOutStrong",1.5,callbackFunction)
where "1.5" is would be the one and a half second delay before the tween starts. this is very useful to me because i dont have to use a callback function or an onMotionFinished function to start a new tween.
thanks in advance to anyone who can teach me
-frankf
Tween Class Scaling Breaks Motion Tween?
I have a movie clip which uses a motion guide to animate the entry (and eventually the exit) of a bunch of other movie clips. These smaller clips contain buttons, and animate on rollOver and rollOut using the following code:
Code:
on(rollOver) {
this.swapDepths(2);
ParentxScale = new mx.transitions.Tween(this, "_xscale", mx.transitions.easing.Back.easeOut, this._xscale, 100/.6, .5, true);
ParentyScale = new mx.transitions.Tween(this, "_yscale", mx.transitions.easing.Back.easeOut, this._yscale, 100/.6, .5, true);
play();
}
on(rollOut) {
ParentxScale = new mx.transitions.Tween(this, "_xscale", mx.transitions.easing.Bounce.easeOut, this._xscale, 100, .5, true);
ParentyScale = new mx.transitions.Tween(this, "_yscale", mx.transitions.easing.Bounce.easeOut, this._yscale, 100, .5, true);
stop();
}
However, once an object has been moused over, it doesn't exit with the others. Any ideas why it seems to "fall off the track" of the motion guide?
Shape Tween Like A Motion Tween, Using Guide Layer
How if possible, can i make a shape tween behave and follow a set path (like using a guide layer)while morhping/tweening?
So far it seems as each time i try it always goes in a straight line from a to b and in this case that's not what i'm after.
Do I Use A Shape Tween? Mask? Motion Tween?
How do I make this arrow grow into shape? I want it to slowly appear...but not fade in...
it's hard to explain...but here is the arrow, hopefully you will understand what I want...
I tried using a mask, but instead of revealing the arrow little by little, it dissapeared little by little...(basically the exact opposite)...
I also tried putting a white box over it & motion tweening the box to reveal the arrow...but that didn't look good...
any ideas?...suggestions?
thanks in advance...
After Tween, Jump To New Frame (using Tween Class)
I need some help with using the tween class (among other things).
See my attached test file. It's clearer than my description.
You're supposed to be able to click the "next" or "prev" buttons and see the movie clip move forwards or backwards. It works, but only on the first click of the button. After the initial click I need the timeline to jump to frame label "2", and after the second click I need the timeline to jump to frame label "3", and so on, so that I can implement a new set of perameters. Is that clear? I'm so annoyed with this. Please help!
Thanks.
Tween Class Problem. Tween Freeze?
I am using the tween class to do an alpha tween on some jpgs that get loaded into a movieclip. Everything thing works great until the user rapidly clicks on the 'next' arrow to jump forward to a new picture. If the user clicks too quickly something happens and the tween function stops working.
Here is the tween code:
Code:
//set up tweening
import mx.transitions.easing.*;
import mx.transitions.Tween;
var tweenAlpha:Tween;
function alphaTween(object,duration){
easeType = mx.transitions.easing.Regular.easeIn;
tweenAlpha = new mx.transitions.Tween(object, "_alpha", easeType, 0, 100, duration, true);
}
http://12dogsofchristmas.com/12_dogs_menu2.swf
You'll notice that if you click slowly on the arrows the pictures load correctly with the story. However, if you click fast they stop tweening.
thanks for the help.
Change From Motion Tween To Shape Tween
I am trying to have a motion tween of some text move on the page and then change into a shape (i.e, a shape tween). I can't seem to make this work. I put a keyframe at each end of the motion tween and that works fine. Then I add another keyframe, delete the text and replace it with my shape. Then I select just those frames and add the shape tween but nothing happens. How do I accomplish this successfully?
Thanks.
Shape Tween / Motion Tween Problem
I must be missing something very obvious.
I have created a movie that draws a box, fills in the box with color and then is supposed to have the menu swoop in from the right. Mind you this is for learnnig, not cosmetic appeal Why is it when I use tweens I get the dotted line versus a solid line in the time line?
If you take a peek at the FLA it is obvious what I am referring to. I must be using the tween function or symbols in an improper manner.
I have attached the FLA.
Any help appreciated.
Thanks,
Kerry
www.skurz.com
How To Programmatically Begin A Tween When Another Tween Ends?
Hey everybooody,
In this example, I'm trying to programmatically fade-in the alpha of menu items created from xml data. Using the tween object, I'm trying to start the next tween once the first or previous tween has finished.
Clearly in my attempt below, the “if” statement isn't cutting it because it's not waiting for the tween to be finished.
Using the oListener.onMotionFinished method, I tried using a Boolean to return true when finished, and then to start the next tween. But clearly I haven’t figured out the proper control flow for this.
I also tried a 'do while' statement, attempting to creating a waiting-loop until the bCheck returned true, but that just created a series of open loops, and crashed the program.
The big problem here is that I'm trying to figure out how to do this while looping through an array of menu items, so that I triggure the fade in of each menu item...
Has anyone had experience with this? Thanks!!!
Here's what I was trying to do:
function fadein_menu() { var bCheck:Boolean = false;
var oListener:Object = new Object();
oListener.onMotionFinished = function(twObject:Tween):Void {
bCheck=true;
};
for (var i = 0; i<totalMenuItems; i++) {if (i==0) {var twMenuAlpha:Tween = new Tween(menuitems[i], "_alpha", Strong.easeIn, 0, 100, 3, true);
twMenuAlpha.addListener(oListener);
} else if (i>0) {if (bCheck==true) {bCheck=false;
var twMenuAlpha:Tween = new Tween(menuitems[i], "_alpha", Strong.easeIn, 0, 100, 12, true);
twMenuAlpha.addListener(oListener);
};
};
};
};
Tween Class Not Always Fulling Complete Tween
I have a switch statement that is a part of the tween effects found on the header of http://gfxcomplex.com/blog.
the problem is this case will change the rotation of a sprite and then tween it to zero. The funny thing is some times ("not all the time") some of the tween stop in the middle and do not complete leaving the sprite with a rotation somewhere in the middle of 180 to 0. My question is, is there something in my code that could be the reason for this or is this a bug??
You may have to watch the header for a long time to see this bug happen as it seems to be more a fluke then a true code bug.
PHP Code:
case 7 : var u:uint = 0; test1.getChildAt(0).rotation = 180; test1.getChildAt(1).rotation = 180; test1.getChildAt(2).rotation = 180; test1.getChildAt(3).rotation = 180; test1.getChildAt(4).rotation = 180; intervalId = setInterval(function myFunction(){ myTween1 = new Tween(test1.getChildAt(u), "rotation", Bounce.easeOut, 180, 0, 3, true); u++; if(u == 5){ clearInterval(intervalId); } }, 150);break;
Shape Tween / Motion Tween Problem
I must be missing something very obvious.
I have created a movie that draws a box, fills in the box with color and then is supposed to have the menu swoop in from the right. Mind you this is for learnnig, not cosmetic appeal Why is it when I use tweens I get the dotted line versus a solid line in the time line?
If you take a peek at the FLA it is obvious what I am referring to. I must be using the tween function or symbols in an improper manner.
I have attached the FLA.
Any help appreciated.
Thanks,
Kerry
www.skurz.com
Seperating Motion Tween From Alpha Tween
I am trying to fade in the alpha on a graphic symbol rather quickly at the same time the symbol scrolls very slowly up the stage, but the two seem linked, so that a very slow scroll means a very slow opacity gain. How can I fade the photo in quickly while the photo motion tweens slowly?
Laco Tween Pause/Stop Tween
Hi There,
I am using laco tween to move dynamic text that is taken from XML. I need the text to pause when the user rollsover the text, is there anyway of using the stopTween() function, then on rollOut getting flash to continue with the tween?
Thanks.
Dabush
Jerky Tween- How To Get A Smooth Slow Tween- Help
I'm working with a very slow tween of an image (800 by 350px and 50 kb) over a time of 60 seconds and it's jerky.
Code:
Tweener.addTween(pic, {x:pic.x-100, time:60, transition:"linear"});
I tried upping the frame rate to 30, then 60, but it didn't seem to make a difference.
I also tried using TweenLite, Tweener, and the built-in Tween class. None really performed better than the other. Another thing I tried was importing the image as a swf, masking it, and then tweening it. None of those really made a difference, still jerky.
Any ideas?
How To Motion Tween Thats Not Linear Using Script Or MC Tween?
If you wanted to do an animation of a ball that goes from A to B but not linear, how would you do it by code or Mc tween. How would you make the ball go in a curve line for example instead of a straight line from A to B?
I understand you can use a guide to get all types of non linear motion tweens on a timeline, but how would you do it using MC tween or coding.
Motion Tween & Shape Tween In Same MC? How?
I have created a shape tween on my first layer. On my second layer I would like to create a motion tween. But the motion tween says it will not occur with layers with shapes or more than one group. Can anybody enlighten me a little bit on this.
Thanks for any help that is given.
Derek
Make Exit Tween Do Into Another Tween
okay here's the deal. for every button i have on a flash menu. i have a lil animation tween that plays when the specific button it's set for it clicked on.
what i would like to do is add an exit tween for each of these animations that does the reverse of the animation before starting up the new animation.
now... this could probably be done using gotoandplay actionscript with frame labels, but i would have to make special sets of buttons for each section...
is there another easier why for the button to play the exit tween when pressed then go to the tween of whatever button was pushed??
please let me know...
K-Fresh
Tween Class Vs Custom Tween?
I have searched for info on the Tween class, gave up when I found little to nothing on it, so here I am with some questions.
1 - Can I use this class in MX 2004 or is it in 8 only? If so, what is the invocation script?
2 - How flexible is the easing of the Tween class? Can it do more than just fast/slow in/out (fully customizable time curves)?
3 - Can you specify a finite amount of time in which the current invocation of Tween must be completed, or do you have to calculate and apply values to enforce this?
Thanks,
+Q__
[F8] Mx.transitions.Tween Set Quality During Tween
Code:
function tweenull(clip:Object, targetX:Number, targetY:Number, seconds:Number):Void {
new mx.transitions.Tween(clip, "_x", mx.transitions.easing.Elastic.easeOut, clip._x, targetX, seconds, true);
new mx.transitions.Tween(clip, "_y", mx.transitions.easing.Elastic.easeOut, clip._y, targetY, seconds, true);
}
this is my tween function. How can i set the quality to low during the tween action ?
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