Help on getTimer() function = affects the main animation...

Layers scenarios:
Layer 1: pics animation
Layer 2: text animation
Layer 3: graph animation
Layer 4: a movieclip()
Here's goes, inside the movieclip on Layer 4 it is nested down to bubble movieclip which inside is an actionscript that animates the premade animation for the bubble just attaching those movieclips to an empty movieclip.
The problem goes like this when I test the movie in the first maybe 5 or 10 seconds the animation seems just fine but after several seconds the animation becomes slower in the root timeline. It seems that getTimer() affects the animation, as far as I know getTimer() function returns the time the swf file begin playing in milliseconds. The code I was working on is based on the getTimer().
What would be the work-around with this kind of scenario? I guess theres another function that works the same as getTimer that cannot affect my main animation.
By the way, my animation on Layer 4 which is nested movieclip is a random bubbles with total of 200 instances.
Thanks and more power to us all!

Okay. Here is what I came up with. I'm not sure exactly what was in your timeline animated tweens. So perhaps this isn't what you wanted at all....
All you need is the bubble artwork (set to export as "Bubble") and this code. It is full of "magic" numbers that I just fiddled with until I thought it looked pretty on my machine.
Some important bits are the part where when the bubble gets off the top of the screen it removes itself.
var home:MovieClip = this;
var counter:Number=0;
var totalBubbles:Number=200;
clearInterval(bubbleIntervalID);
var bubbleIntervalID=setInterval(attachBubble,150);
function attachBubble() {
var curBub:MovieClip = home.attachMovie("Bubble", "bubble", 1000+counter);
curBub.blendMode = "hardlight";
curBub._y = Stage.height + 100;
curBub._x = (Stage.width - 50) * Math.random() + 50;
curBub._xscale = curBub._yscale = Math.random() * 60 + 40;
curBub._alpha = Math.random() * 80 + 20;
curBub.vy=-(Math.random()*5+1)
curBub.ay=-Math.random()/30
curBub.x0=curBub._x;
curBub.var1=Math.random()*100;
curBub.var2=Math.random()*300;
curBub.factor1=Math.random()/100;
curBub.factor2=Math.random()/200;
curBub.onEnterFrame = floatUp;
counter++
if(counter>totalBubbles){
  clearInterval(bubbleIntervalID);
function floatUp() {
this.vy += this.ay;
this._y += this.vy;
this._x = this.x0+this.var1*Math.sin(this._y*this.factor1)+this.var2*Math.sin(this._y*this.factor2) ;
if(this._y<(-this._height)){
  delete this.onEnterFrame;
  this.removeMovieClip()

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    Go to Solution.

    http://forums.ni.com/ni/board/message?board.id=170&message.id=412491#M412491
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