Duplicating the motion of an object across the stage
Suppose I have a single moving object on the stage is it possible to replicate the object at regular intervals across the stage WITH the motion?
Is this motion achieved through actionscript or is it a tween on the stage? If this is a tween on the main timeline on the stage, then you could make that animation a movieClip and play the movieClip at an interval, maybe using a timer. If the animation is achieved using actionscript then write the animation as a function and call the function at an interval, again, possibly using a timer.
Similar Messages
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Motion Tracking An Object That Goes Out Of The Sceen?
Hi i am quite new to after effects i have only been using it for a few months im using after effects cs4,here is my problem i am trying to track a picture frame but when the picture goes out of the scene,the motion tracking path just goes crazy. It works great when the picture frame is in the scene
example
the camera is pointing straight at the picture frame, works perfect, but when the camera turns right , and the picture frame is no longer in the scene, my track path just goes wrong.
How do i stop this?
Do i have to make a seperate motion tracking null object? or is it something to do with backwards tracking?
Any help on this would be great i have serched youtube,adobe for the answer but i cannot find it anywhere
Thanks
MikeYes, that's just how it is. AE has no way of knowing where those markers might be and even tracking points separately and in segments can only take you so far. You'll have much better luck trying such things with mochaAE, which comes with the main program. IUt assumes that all points would be part of a plane. If even that isn't enough, then probably 3D matchmoving tools like SynthEyes are your only option...
Mylenium -
In Captivate, how to effectively control the movement of objects on the stage?
How to, say, make a shape (an arrow, for example) which points to a certain location move (and maybe rotate at the same time) to another location (another point on the stage) one second later. I know I can "apply effect" to it, but still I don't find it very easy to control the start position and end position of the arrow and the way it rotates (for example, how to make it rotate along the X, Y and Z axis respectively?)
Or, how can I make an image fly into the stage to a specific location from a certain direction, linger for a specific time, and then fly out in a specified direction? And while setting up this animation, is it possible to scrub across the timeline to see the effect of the animation, as you do in Flash Professional?An old pain, efficient control of motion paths and motion effects, I know.
All motion effects are relative to the start position of the object, that can allow you to realize the fly in and fly out: time both effects and leave the necessary 'linger' time between the effects. The motion paths can be edited. To have more precise coordinates you can either edit the XML that describes the effect, or create a motion effect in Flash Professional and save it as XML to be used in Captivate, or use my approach: I create a crosshair group with a perfect vertical and horizontal line object, that you can position exactly using the X and Y coordinates and then drag start or end point of the motion path over that cross hair. I have been pleading to have at least a snap function or a serious improvement that allows to enter coordinates but apparently not many users are wanting this improvement. I used that approach here in the first movie: Reset Effects in Captivate 6 - Captivate blog
And no, Preview slide (which is what you do when scrubbing the timeline) is not a real preview, you cannot see those effects.
Please, next time mention the version you are using. In CP7 and before effect duration was relative to object duration, in CP8 it is (finally) absolute timing. -
Objects added to the stage are not animated by AnimatorFactory
Hi all,
the following code ist a very simple animation. I added an object to the stage by dragging it from the library. Then I applied code generated by "Copy motion as AS 3" and the animation works fine.
However, if i add another object by instating it in AS, add it to the stage by stage.addChild(...), and try to animate it by adding it as a target to the AnimatorFactory nothing happens.(Probably I made a simple newbi mistake.)
Any ideas how to fix this? Thanks a lot in advance.
Here is the code:
import fl.motion.AnimatorFactory;
import fl.motion.MotionBase;
import flash.filters.*;
import flash.geom.Point;
var __motion_Symbol1_3:MotionBase;
if(__motion_Symbol1_3 == null) {
import fl.motion.Motion;
__motion_Symbol1_3 = new Motion();
__motion_Symbol1_3.duration = 34;
// Call overrideTargetTransform to prevent the scale, skew,
// or rotation values from being made relative to the target
// object's original transform.
// __motion_Symbol1_3.overrideTargetTransform();
// The following calls to addPropertyArray assign data values
// for each tweened property. There is one value in the Array
// for every frame in the tween, or fewer if the last value
// remains the same for the rest of the frames.
__motion_Symbol1_3.addPropertyArray("x", [0,10.6348,21.2697,31.9045,42.5394,53.1742,63.809,74.4439,85.0787,95.7136,106.348,116.983 ,127.618,138.253,148.888,159.523,170.158,180.792,191.427,202.062,212.697,223.332,233.967,2 44.601,255.236,265.871,276.506,287.141,297.776,308.411,319.045,329.68,340.315,350.95]);
__motion_Symbol1_3.addPropertyArray("y", [0,-0.151515,-0.30303,-0.454545,-0.60606,-0.757575,-0.90909,-1.06061,-1.21212,-1.36364,-1 .51515,-1.66667,-1.81818,-1.9697,-2.12121,-2.27273,-2.42424,-2.57576,-2.72727,-2.87879,-3. 0303,-3.18182,-3.33333,-3.48485,-3.63636,-3.78788,-3.93939,-4.09091,-4.24242,-4.39394,-4.5 4545,-4.69697,-4.84848,-5]);
__motion_Symbol1_3.addPropertyArray("scaleX", [1.000000]);
__motion_Symbol1_3.addPropertyArray("scaleY", [1.000000]);
__motion_Symbol1_3.addPropertyArray("skewX", [0]);
__motion_Symbol1_3.addPropertyArray("skewY", [0]);
__motion_Symbol1_3.addPropertyArray("rotationConcat", [0]);
__motion_Symbol1_3.addPropertyArray("blendMode", ["normal"]);
// Create an AnimatorFactory instance, which will manage
// targets for its corresponding Motion.
var __animFactory_Symbol1_3:AnimatorFactory = new AnimatorFactory(__motion_Symbol1_3);
__animFactory_Symbol1_3.transformationPoint = new Point(0.500000, 0.500000);
// Call the addTarget function on the AnimatorFactory
// instance to target a DisplayObject with this Motion.
// The second parameter is the number of times the animation
// will play - the default value of 0 means it will loop.
__animFactory_Symbol1_3.addTarget(myClip, 0);
var myClip1:Symbol1 = new Symbol1();
stage.addChild(myClip1);
__animFactory_Symbol1_3.addTarget(myClip1, 0); // NOTHING HAPPENS?if you create an animation that you want to apply to mulitple objects in cs4, you can create a motion preset:
http://www.gotoandlearn.com/play?id=88
in your coding problem, instead of adding myClip1 to the stage, add it to the main timeline. -
Any help on this would be greatly appreciated. I have an
object that is serving as a background for a flash website. The
background object (a table) moves and rotates around when clicked,
exposing different parts of the table on the stage when the user
clicks.
Here is as close an example as I can find:
http://www.vermeersch.ca/
My problem is when i want to transition between two points on
the table, the table has to rotate and move.. and by just using a
motion tween between the two points results in the table rotating
off the stage for a few frames (thus exposing the background and
making it look really cheezy). I was trying my hand at using motion
guides, but can't do it with any accuracy.
So, my question is: Is there a way to guide an object as it
rotates and moves so that it doesn't move off screen? (there is
plenty of room on the table if i can just guide its path through
the 2 second transition). Thanks for any support.http://www.personal.psu.edu/jwc5062/
So far you can't really see it moving off the stage.. but the
beginning is awkward because i had to zoom in really tight before i
could rotate to avoid the problem. I can't transition between
"resume" and "portfolio" without it moving off the stage for half
the transition.
Thanks for the help -
How can I move two figures on the stage with remote shared object?
Hi, I have a problem...
I need to move two figures on the stage with shared object like the "Tutorial shared Object ball" on the adobe website but with more than one figure. All the client must see the figures moving. The figure are a circle (Cerchio) and a square (Quadrato).
Help me, please. This is the script:
package
import flash.display.Sprite;
import flash.net.SharedObject;
import flash.events.NetStatusEvent;
import flash.events.SyncEvent;
import flash.net.NetConnection;
import flash.events.MouseEvent;
import flash.display.MovieClip
//import flash.net.ObjectEncoding;
public class BlocchiLogici extends Sprite
private var pointer_so:SharedObject;
private var pointer1_so:SharedObject;
private var nc:NetConnection;
private var good:Boolean;
private var Cerchio:cerchio;
private var Quadrato:quadrato;
private var Rettangolo:rettangolo;
private var Triangolo:triangolo;
public function BlocchiLogici()
//NetConnection.defaultObjectEncoding=flash.net.ObjectEncoding.AMF0;
//Connect
var rtmpNow:String="rtmp://192.168.1.66/BlocchiLogici";
nc=new NetConnection ;
nc.connect (rtmpNow);
nc.addEventListener (NetStatusEvent.NET_STATUS,doSO);
Cerchio=new cerchio ;
addChild (Cerchio);
Cerchio.x=50;
Cerchio.y=200;
Cerchio.addEventListener (MouseEvent.MOUSE_DOWN,beginDrag);
Cerchio.addEventListener (MouseEvent.MOUSE_UP,endDrag);
Quadrato=new quadrato ;
addChild (Quadrato);
Quadrato.x=100;
Quadrato.y=200;
Quadrato.addEventListener (MouseEvent.MOUSE_DOWN,beginDrag);
Quadrato.addEventListener (MouseEvent.MOUSE_UP,endDrag);
private function doSO (e:NetStatusEvent):void
good=e.info.code == "NetConnection.Connect.Success";
if (good)
//Shared object
pointer_so=SharedObject.getRemote("point",nc.uri,false);
pointer_so.connect (nc);
pointer_so.addEventListener (SyncEvent.SYNC,doUpdate);
private function doUpdate (se:SyncEvent):void
for (var cl:uint; cl < se.changeList.length; cl++)
trace(se.changeList[cl].code);
if (se.changeList[cl].code == "change")
if (Cerchio)
switch (se.changeList[cl].name)
case "xpos" :
Cerchio.x=pointer_so.data.xpos;
break;
case "ypos" :
Cerchio.y=pointer_so.data.ypos;
break;
else if (Quadrato)
switch (se.changeList[cl].name)
case "xpos" :
Quadrato.x=pointer_so.data.xpos;
break;
case "ypos" :
Quadrato.y=pointer_so.data.ypos;
break;
private function beginDrag (e:MouseEvent)
if (Cerchio)
Cerchio.addEventListener (MouseEvent.MOUSE_MOVE,moveMc);
Cerchio.startDrag ();
else if (Quadrato)
Quadrato.addEventListener (MouseEvent.MOUSE_MOVE,moveMc);
Quadrato.startDrag ();
private function endDrag (e:MouseEvent)
if (Cerchio)
Cerchio.stopDrag ();
else if (Quadrato)
Quadrato.stopDrag ();
private function moveMc (e:MouseEvent)
e.updateAfterEvent ();
if (Cerchio)
pointer_so.setProperty ("xpos",Cerchio.x);
pointer_so.setProperty ("ypos",Cerchio.y);
else if (Quadrato)
pointer_so.setProperty ("xpos",Quadrato.x);
pointer_so.setProperty ("ypos",Quadrato.y);
I need of a server side file?
Thanks.I solved it!!
I duplicated the script....
It's work perfectly..
Emiliano. -
When I bought my Mac Air OSX Version 10.9.2 my daughter helped me migrate the contents of my previous macbook. But in the process seems to have duplicated the iTunes library - How do I get rid of one. The start up disk is almost full and plus it doesn't synch properly with my iPhone 4S. Please help!
Hello nicky:
You should run repair disk from your software install DVD before you try anything else. The crash may have damaged some of your directories - and a possible cause of the "missing/not missing" tunes.
Barry -
I have read other discussions and my problem persists.
I note that duplicating the domain file user/library/applications support/iweb/domain.sites2 gives me files of varying sizes (I'm at around 200Mb).
I tried rebuilding the cache ../library/caches/com.apple.iweb - no change
I found a note to delete also a preference file ../library/prefernces/com.apple.iweb bt found more than one (.../plist and .../plist.lockfile) so ducked that.
The website seems to update out of sync - as if I have a domain file elsewhere (in the cloud?) that is saving on my drive later - that doesn't make sense of the comments I have read. My domain.sites2 file is stadily growing - so one interpretation is that files are being saved and the error message is the error.
This has been a problem for about a year as I have tried many alternative solutions. I;m looking fro somethign substantially different.
One repeated situation is that I write a new page and upload it. I get the usual error message. I visit the site and there is the new page. My domain (on my machine) shows no new work, so I copy the stuff on the web back to my domain and steadily the file increases in size. Bewildering.
Everything is as up to date as it can be. I don't reboot very often as my machine is rarley off.
I'm looking for different ideas and approaches.....Although some of the following will be a repeat but try the following:
delete the iWeb preference files, com.apple.iWeb.plist and com.apple.iWeb.plist.lockfile, that resides in your Home() /Library/Preferences folder.
go to your Home()/Library/Caches/com.apple.iWeb folder and delete its contents.
Click to view full size
launch iWeb and try again.
If that doesn't help continue with:
move the domain file from your Home/Library/Application Support/iWeb folder to the Desktop.
launch iWeb, create a new test site, save the new domain file and close iWeb.
go to the your Home/Library/Application Support/iWeb folder and delete the new domain file.
move your original domain file from the Desktop to the iWeb folder.
launch iWeb and try again.
OT -
Moving a video across the stage
Is it possible to have a stationary video (ex: of spokesperson) move across the stage, in a manner that would appear to have a "panning camera" effect? I've attempted to produce this effect by simply importing the video as an imbedded video, then dropping a new layer into the timeline, and then simply placing a new keyframe where I'd like the video to begin a panning camera effect, but it starts the video over again where I've place the new keyframe. Is it even possible to acheive this sort of effect through Flash or can I only do this in AE or Premiere? Thanks.
put the video in its own layer. then you can move a background layer that might make it appear the camera is panning (though you want be viewing the video from a different angle).
-
Problem removing Objects from the stage in Flash CS4 (AS3.0)
I have a problem with this code:
this.addEventListener(Event.ENTER_FRAME, vanish);
function vanish(event:Event):void{
if(character_mc.hitTestObject(vanish_mc)){
vanish_mc.parent.removeChild(vanish_mc);
There are two overlapping objects on my stage: character_mc and vanish_mc.
As soon as i start the scene[Ctrl+Enter] vanish_mc is VISUALLY removed. But the code still sees a collision somehow. How can i Entirely remove the object vanish_mc?
Thank you for help and advice.Ah I think the problem is what my problem not which I proposed, my bad I was trying to keep it simple.
the remove code in my problem actually looks like this:
if(character_mc.hitTestObject(this["dollar_mc_"+String(i)])){
removeChild(this["dollar_mc_"+String(i)]);
I wanted it to be that way so I could add infinite "dollar_mc_" ' s without writing myself to death with code and or getting confused.
Imagine it like a game where a character it picking up dollars, which would disappear once they intersect.
And that exactly is what gives me that argument.
Do you know a way i could write this code, or do you suggest to leave it that way...because it does run and work im just getting this argument while debugging.
Thank you for all the help~ -
Accessing display object on the stage from another class
I've googled this to no avail, I've only found how to manipulate the stage itself and not a display object on it, and I'm noob enough to not be able to figure it out from there. :/
I have a movie clip on the main timeline with instance name displayName. I created a button that should change what frame displayName goes to (in order to...did you guess it?! diplay the Name of the button. Awesome. )
So I am trying to write the code in a reusable fashion and have the buttons all linked to a class called GeoPuzzle. Inside GeoPuzzle I instantiate a touch event and run the code. However, the function has to be able to change displayName in the main part of the timeline and, of course, the compiler says displayName doesn't exist because I'm in a class and I'm talking about the stage.
Here is the simplified code in the class:
package com.freerangeeggheads.puzzleography {
import flash.display.MovieClip;
import flash.events.TouchEvent;
public class GeoPuzzle extends MovieClip {
//declare variables
public function setInitial (abbrev:String, fullName:String, isLocked:Boolean):void {
//set parameters
this.addEventListener(TouchEvent.TOUCH_BEGIN, geoTouchBeginHandler);
public function GeoPuzzle (): void {
public function geoTouchBeginHandler (e:TouchEvent): void {
e.target.addEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
//some other methods
nameDisplay.gotoAndStop(e.target.abbrev);
public function geoTouchEndHandler (e:TouchEvent): void {
//some other methods
nameDisplay.gotoAndStop("USA");
The lines in bold are my problem. Now this code doesn't actually execute as is so if you see an error in it, yeah, I have no idea what the problem is, but it DID execute before and these lines still gave me trouble so I'm trying to troubleshoot on multiple fronts.
How can I tell displayName to change it's current frame from within display object class?
Thanks!if displayName is a GeoPuzzle instance, use:
package com.freerangeeggheads.puzzleography {
import flash.display.MovieClip;
import flash.events.TouchEvent;
public class GeoPuzzle extends MovieClip {
//declare variables
public function setInitial (abbrev:String, fullName:String, isLocked:Boolean):void {
//set parameters
this.addEventListener(TouchEvent.TOUCH_BEGIN, geoTouchBeginHandler);
public function GeoPuzzle (): void {
public function geoTouchBeginHandler (e:TouchEvent): void {
e.target.addEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
//some other methods
this.gotoAndStop(this.abbrev);
public function geoTouchEndHandler (e:TouchEvent): void {
//some other methods
this.gotoAndStop("USA"); -
Adding objects to the stage & acceessing stage properties - I'm a bit confused..
Hi,
I'm a little confused on two fronts regarding display
programming:
A. What the best way to add objects to the stage?
B. How to access stage properties.
I can do both of these when the project is an 'Action Script
Project', but I'm having trouble when it is a 'Flex Project' (e.g.
an MXML file). See the two attached files with questions included
in the comment to see exactly what I mean.
A. What the best way to add objects to the stage?
=====================================
In an action script project that extends Sprite I can just
call addChild()
In an MXML project I can add objects to the stage by first
adding them to a UIComponent, then adding that to the stage.
1. Is that the best way to do it?
In this doc:
http://livedocs.adobe.com/flex/3/html/help.html?content=05_Display_Programming_02.html
it says that
quote:
Each SWF file has an associated ActionScript class, known as
the main class of the SWF file. When Flash Player opens a SWF file
in an HTML page, Flash Player calls the constructor function for
that class and the instance that is created (which is always a type
of display object) is added as a child of the Stage object. The
main class of a SWF file always extends the Sprite class
2. why cant I just add a sprite object direct to the stage
without the UIComponent?
3. What is the 'main class', and how can i get access to it?
B. How to access stage properties.
=========================
In an action script project that extends Sprite I can just
call trace(stage.framerate)
But in an MXML file I cannot figure out how to access the
stage properties.
See the attached code for the things that I tried, but which
didnt work.
In the page:
http://www.actionscript.org/forums/showthread.php3?t=140655
It says
quote:
For stage access you have a couple of rules:
* natively, only display objects have inherent access to
stage
* display objects only have a valid reference to stage if
they're within the stage's display list (on the screen, after added
to it with addChild)
* The only display objects which immediately have access to
the stage before the use of addChild (in their constructor) are the
document/application class instance (root) and any instance from
the library placed on the timeline (not created with AS).
* Non-display object classes have to be passed or assigned a
reference to the stage from another object which already has access
to it - they cannot access it otherwise.
4. How do I access the stage properties in the MXML project?
5. I suspect this is related to the "main class", which I
dont yet understand - is it?
Sorry for the long post.
cheers
tom"tom saffell" <[email protected]> wrote in
message
news:gd7cm9$d1v$[email protected]..
> Thanks Luigi - that helps a lot.
> I hadnt seen the Flex 3 Developer Guide before - it's
very useful.
>
> I now see that I can access properties of the
application object directly
> with
> this.<property>.
> However, the framerate property cannot be set by
actionscript, only in
> MXML (I
> can set it in the <mx:application> tag). But I
need to be able to set it
> programatically, dependent on user input.
>
> 5. Is there a way around this?
> 6. Can I set the stage's framerate to achieve the same
outcome?
>
> I still dont understand why I cannot access the stage
object. When I call
> either
this.stage or
uic.stage * then I get
quote:
Cannot access
> a
> property or method of a null object reference.
My understanding is
> that I
> can access the stage object via any display object on
the display list.
> I'm
> confused about this bit..
>
> * - uic is a UIComponent that has been added to the
display list (i think)
> by
> calling addChild(uic) from the AS3 within the
application
>
> 7. How do I access stage properties in AS3 in an MXML
project?
http://www.adobe.com/livedocs/flex/3/html/help.html?content=05_Display_Programming_10.html
It seems like possibly your real problem is that you're
having trouble
searching the Help effectively:
http://flexdiary.blogspot.com/2008/07/getting-help-in-flex-builder.html -
Deleting objects from the stage
Hi all,
I've got some items on my stage that I'm removing with
RemoveChild(). The items no longer show, however, as stated in
LiveDocs, the item is not actually destroyed. This means any
bindings/listeners created by that object are still in existence
and are creating errors (Specifically, I'm getting "The supplied
DisplayObject must be a child of the
caller").
LiveDocs mentions that if I want to actually delete an object
from the stage entirely, I should use the "delete operator", but
for the life of me, I can not find any documentation on the
existence of such an operator. Any advice would be much
appreciated.
-HobIt IS ridiculously hard to find. Searcing Live Docs for
delete oprator will turn up a slew of hits, but which is the right
one?
This is from old docs, but it is still valid:
http://livedocs.adobe.com/flash/8/main/00001865.html
Tracy -
Access object on the stage using an as3 widget
I am trying to use a FlashPro as3 widget and Captivate 6, to toggle an image on the Captivate stage (hide/show) and can't find enough information on how to access the stage objects.
I can use
var numKids:int = parent.parent.parent.numChildren()
to see the number of children (of the stage object?) , but can't seem to figure out how to hide or show the child objects (image, button or anything).
My image names in my Captivate Project are Img_Einstein1 and Img_Einstein2. They reside on a blank slide along with two buttons and another widget.
I have looked at Tristen's web site and found a lot of useful information, but I guess I am just not putting it all together. Because I am a contractor I can't use the Widget Factory or purchase outside widgets.
Any help will be greatly appreciated!On 6 you don't have shared actions yet. I don't understand the explanation with 20 and 10. There are several examples of toggle buttons on my blog. For showing/hiding here a simple one:
http://blog.lilybiri.com/blog-after-posterous-clickclick -
Accessing display objects via the stage var
I'm passing a stage reference to my class, but when I try to
access a movieclip on the stage I get an error.
this gives me an error:
var mc = targetStage.myMovieClip;
Thanks!var myClass = new MyClass (this.stage);
That would be the same thing, this.stage would refer to the
Stage instance. Each .swf has one Stage instance. In a Flash
project, the stage has one child, the MainTimeline instance.
MainTimeline is basically a big MovieClip, and it contains all your
objects, scenes and timelines you create in Flash.
So, if you instantiate from the main timeline itself (either
on a frame script or Document class) you are already inside
MainTimeline, which is what you want to pass along a reference to,
so you would pass in "this" as Colin said, or "root".
Colin mentioned that MovieClip(root) would work anyway; if I
understand he is referring to the fact that every DisplayObject
(such as MovieClips and SimpleButtons created in Flash) already
have a "root" property that usually refers to the MainTimeline
instance. However, your class "MyClass" does not extend
DisplayObject so there is no root property available, which is why
you need to manually pass in a reference to the root
timeline.
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