Motion tween w\button

EVERYTIME I MAKE A MOTION TWEEN, WITH A BUTTON, THE BUTTON NEVER WORKS.
ANY SUGGESTIONS??

ok what??
and didnt you use to be-able to attach a file on here?

Similar Messages

  • How do i start a motion tween by clicking a button and stop it at the end of the tween.

    Hi guys,
    I am creating a website for a project and i am trying to activate a box bropping down from another box when i click on the enter here button i have created. I have set the motion tween and its working when i preview i just unsure of the correct actionscript to start this tween when i have clicked the entere here button or how to stop it at the end of the tween.
    I am scared i may have made the layers in the wrong place, they are all currently in scene 1. does my second box that is dropping down need to be set inside the layers of the first box?
    Bit of a newbie at this.
    Thanks in advance!

    Create the dropping box movieclip as an animation by itself with a stop() coomand in the first frame and a stop() command in the last frame.  The click of the button should tell the movieclip to play(); at which point the animation should play and stop at the end.
    Another option would be to use an actionscript Tween to make the box drop.  Going that route the animation is what you code it to be and there is no need to have to stop it as it will end where you tell the Tween to end at.

  • Play motion tween until other button gets clicked

    I want to make an animation where a person dances: there are 4 buttons and when one button gets clicked, the person starts and loops a specific motion tween. I already have everything, until now only a picture is shown on click:
    function clickSpecialMove(event:Event):void {
    ! trace("SpecialMove");
    ! gotoAndStop("SpecialMove");
    BeHappy.addEventListener(MouseEvent.CLICK, clickBeHappy);
    function clickBeHappy(event:Event):void {
    trace("BeHappy");
    gotoAndStop("BeHappy");
    Twinkle.addEventListener(MouseEvent.CLICK, clickTwinkle);
    function clickTwinkle(event:Event):void {
    ! trace("Twinkle");
    ! gotoAndStop("Twinkle");
    HandsUp.addEventListener(MouseEvent.CLICK, clickHandsUp);
    function clickHandsUp(event:Event):void {
    ! trace("HandsUp");
    ! gotoAndStop("HandsUp");
    but I wan't a motion tween to play:
    gotoAndPlay("motionTwinkle"); does not work, then all motion tweens just walkr through like in a film :...can anybody help me? that would be so nice thank you!

    How do you implement the animations?  What makes the animation loop?  For all of the code you show you only have gotoAndStop() commands.  What do those have to do with the gotoAndPlay() you mention?  Why do you have exclamation marks leading several lines - remove those if they are actually in your code?

  • Free Transform breaks Motion Tweens

    Sigh! Normally I try to solve problems myself... but Google isn't giving me anything about this so maybe I'm the only one in the world experiencing this particular issue.
    I've used Flash for making games for years now, and I got used to using the old motion tweens for making looping animations for characters. I made the leap from AS2 to AS3 a while ago, and felt like I should try to use these new motion tweens as well since I got CS5...
    I've found them completely unusable, however, due to a bizarre problem that happens when moving around objects using the Free Transform tool.
    For a single character, I'll have a MovieClip with several layers, each with a 'body part' MovieClip on it, then I add the new blue-type motion tweens to all of those layers. At the end of those tweens, I use F6 to (hopefully) duplicate the starting pose; it is meant to loop, after all. Then I'll go about half way between these two keyframes and move bits around to create the A->B->A sort of 'idle' or 'breathing' animation.
    The Free Transform seems dodgy though. If I select all the 'limbs' of a character at once and try to rotate them as a group, it works, but they each end up displaced a bit when I release the mouse; they get offset slightly or rotate a bit in seemingly random directions.
    For example, compare these two images (it's easiest if they're opened in separate tabs, I suppose): http://scraps.fighunter.com/sparkpupagh1.png and http://scraps.fighunter.com/sparkpupagh2.png
    The first one is after rotating it but before I released the mouse button, the second is what the pieces ended up like after I released the button. Most of the pieces ended up where they should be, but the head was offset slightly. This is a mild case; it's usually worse and affects all the pieces, and the slight offsets and rotations build up, too.
    This in itself wouldn't be too bad - though it's frustratingly inaccurate - but it gets much, much worse the more I work on a single animation.
    (Note: These strange changes don't happen if I rotate all the parts as a group if they're not also contained within new motion tweens...)
    Here's a screenshot showing a frame mid-way through an animation, with one of the parts selected: http://scraps.fighunter.com/meepagh1.png
    The Motion Editor is shown, though I don't use that directly.
    With that feather bit selected, I then rotated it a tiny, tiny amount, but didn't *move* it at all. When I released the mouse, it ended up snapping suddenly to here: http://scraps.fighunter.com/meepagh2.png
    That'd be frustrating in itself, but as you can see from the Motion Editor, it's also messed up most of the other frames in the animation, somehow. This becomes unbearable, as you can likely imagine!
    If I edit the graph in the Motion Editor directly to alter the Z value and cause a rotation, it works, without problems... but this is horribly inefficient and unintuitive and not a solution. I can't animate by tweaking numbers. It's like trying to draw a portrait using an Etch-A-Sketch!
    It seems to only be the Free Transform tool that creates this bizarre problem.
    This has been happening since I got CS5 maybe a year or two ago, though I haven't actually had to use the animation tools much until a few days ago so that's why I'm bringing it up now. I've restarted Flash, my computer, etc, etc, many times; I also got the trial version of CS6 today to see if THAT would fix it, but the exact same thing happens in that version too.
    I'm wondering whether it's my computer's fault in some way... I don't know enough about hardware and 'specs' and that sort of stuff to describe anything about it, but I'm using Windows Vista and the computer is fairly old and not exactly what I'd call reliable. I'm planning to get a new one soon, so it'd be nice if that fixed this problem... but frustrating if it doesn't.
    I'll link to the CS6-flavoured .fla that those screenshots are from: http://scraps.fighunter.com/Meep.fla
    I'd very much appreciate it if someone could test this to see if it's happening to only me! If I go to frame 146 (to choose one at random), and try to rotate the foot, slightly, using the Free Transform tool, it breaks in the way that I've described. (Oddly, the head feather rotates without issues on that frame...) If you were to try to do this same thing and it *doesn't* break, it might be a good sign that it's my computer's fault!
    If it *does* break though... then I'd very much appreciate any help I can get from someone who understands the new motion tweens better than I do!
    It'd be a shame to have to go back to Classic Tweens because of this...

    Sigh! Normally I try to solve problems myself... but Google isn't giving me anything about this so maybe I'm the only one in the world experiencing this particular issue.
    I've used Flash for making games for years now, and I got used to using the old motion tweens for making looping animations for characters. I made the leap from AS2 to AS3 a while ago, and felt like I should try to use these new motion tweens as well since I got CS5...
    I've found them completely unusable, however, due to a bizarre problem that happens when moving around objects using the Free Transform tool.
    For a single character, I'll have a MovieClip with several layers, each with a 'body part' MovieClip on it, then I add the new blue-type motion tweens to all of those layers. At the end of those tweens, I use F6 to (hopefully) duplicate the starting pose; it is meant to loop, after all. Then I'll go about half way between these two keyframes and move bits around to create the A->B->A sort of 'idle' or 'breathing' animation.
    The Free Transform seems dodgy though. If I select all the 'limbs' of a character at once and try to rotate them as a group, it works, but they each end up displaced a bit when I release the mouse; they get offset slightly or rotate a bit in seemingly random directions.
    For example, compare these two images (it's easiest if they're opened in separate tabs, I suppose): http://scraps.fighunter.com/sparkpupagh1.png and http://scraps.fighunter.com/sparkpupagh2.png
    The first one is after rotating it but before I released the mouse button, the second is what the pieces ended up like after I released the button. Most of the pieces ended up where they should be, but the head was offset slightly. This is a mild case; it's usually worse and affects all the pieces, and the slight offsets and rotations build up, too.
    This in itself wouldn't be too bad - though it's frustratingly inaccurate - but it gets much, much worse the more I work on a single animation.
    (Note: These strange changes don't happen if I rotate all the parts as a group if they're not also contained within new motion tweens...)
    Here's a screenshot showing a frame mid-way through an animation, with one of the parts selected: http://scraps.fighunter.com/meepagh1.png
    The Motion Editor is shown, though I don't use that directly.
    With that feather bit selected, I then rotated it a tiny, tiny amount, but didn't *move* it at all. When I released the mouse, it ended up snapping suddenly to here: http://scraps.fighunter.com/meepagh2.png
    That'd be frustrating in itself, but as you can see from the Motion Editor, it's also messed up most of the other frames in the animation, somehow. This becomes unbearable, as you can likely imagine!
    If I edit the graph in the Motion Editor directly to alter the Z value and cause a rotation, it works, without problems... but this is horribly inefficient and unintuitive and not a solution. I can't animate by tweaking numbers. It's like trying to draw a portrait using an Etch-A-Sketch!
    It seems to only be the Free Transform tool that creates this bizarre problem.
    This has been happening since I got CS5 maybe a year or two ago, though I haven't actually had to use the animation tools much until a few days ago so that's why I'm bringing it up now. I've restarted Flash, my computer, etc, etc, many times; I also got the trial version of CS6 today to see if THAT would fix it, but the exact same thing happens in that version too.
    I'm wondering whether it's my computer's fault in some way... I don't know enough about hardware and 'specs' and that sort of stuff to describe anything about it, but I'm using Windows Vista and the computer is fairly old and not exactly what I'd call reliable. I'm planning to get a new one soon, so it'd be nice if that fixed this problem... but frustrating if it doesn't.
    I'll link to the CS6-flavoured .fla that those screenshots are from: http://scraps.fighunter.com/Meep.fla
    I'd very much appreciate it if someone could test this to see if it's happening to only me! If I go to frame 146 (to choose one at random), and try to rotate the foot, slightly, using the Free Transform tool, it breaks in the way that I've described. (Oddly, the head feather rotates without issues on that frame...) If you were to try to do this same thing and it *doesn't* break, it might be a good sign that it's my computer's fault!
    If it *does* break though... then I'd very much appreciate any help I can get from someone who understands the new motion tweens better than I do!
    It'd be a shame to have to go back to Classic Tweens because of this...

  • Basic Motion Tween not working?

    I created a graphic symbol in Illustrator and copied-and-pasted it into Flash. I placed a keyframe further in the Timeline and scaled the symbol down on that frame. I went back to the first frame and right clicked on it and chose to create motion tween, though nothing visually happened between the first frame and last one like it did in previous versions, and the the symbol did not not animate. What did I do wrong?
    Thanks.

    Adobe has made it a wild goose chase. For me, it only works if I don't have a second keyframe. Baffling, why should it behave so differently than classic tweening?!
    People like me have been hitting their heads against the wall for years trying to get this to work. Absolutely asinine.
    For the record and to repeat my huge gripe, it behaves nothing like classic tweening, where you define an end point and then "tween" between them. You can end up doing that, but you can't create the tween between two existing keyframes (even if they have the exact same single object in them).
    So this is what's working for me now:
    1 - Create a timeline layer with one single object in an initial keyframe (black dot indicates a keyframe). No more than one object can be tweened in one layer, but Adobe will not give you any userful feedback about this while you're working.
    2 - On that layer, farther out in the timeline where there are no frames (what is the name for these "non-frames"?), right click where you want the tween to end, and select "Insert frame". (You'll have a black dot keyframe, a row of grey empty frames, and white box as a blank keyframe.
    3 - Right click anywhere on the active part of that timeline and choose "Create Motion Tween", even though there is nothing to tween yet. After you do this, the span of frames should turn blue and the blank keyframe white box should disappear. Congratulations, you've created your first motion tween, but Adobe doesn't want you to know that. You need to actually go to individual frames and move the object around to get tweening to happen, as I outline in steps 4 and 5. Assuming your object is where you want it in the starting position, I would recommend going to the last frame to determine the final position next. Then you can do any number of middle positions (each frame can have a new position).
    4 - (optional step, helps with positioning on the timeline) Scrub the timeline and find a frame where you want the trajectory of your object to change (at the very minimum, you'll want to move the object for one frame, otherwise there will be no motion)
    5 - Move the object on the stage.
    6 - Repeat 4 and 5 for as many frames as you want.
    If you're not seeing motion paths that chart the motion, play with the little buttons on the bottom of the timeline, such as Onion Skinning. Lastly, just move the playhead left and right. If you're not seeing your object move, then blame Adobe some more, because this is far from immediately intuitive.

  • Motion Tween.

    Hello!    
    I have a big problem on a project that I'm developing.
    I've created an animation with ActionScript 2.0 using mx Tween class.
    This is the code:
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    var myTween:Tween = new Tween(mc1, "_y", Regular.easeOut, mc1._y, mc1._y-100, 0.8, true);
    var listeningObject:Object = new Object();
    myTween.addListener(listeningObject);
    listeningObject.onMotionFinished = function():Void {
         this.mc1.gotoAndStop(1);
    The first time the animation work well, but when i try to execute again by button on first frame of my scene the motion not execute standard motion tween and execute only final parts of this code.
    I've tried to insert a trace and flash send to me this information: [Tween]
    I think I can't exit or delete or stop or reset this Tween.
    The code work well but I can't do a "rewind" of all the scene!
    After the tween I want to see the standard motion...
    Please help me if you can.
    Bye!

    How does telling the mc1 to goto and stop at its frame 1 have to do with going back to frame 1 of the timeline tween and playing it again?  Wouldn't you want to use...
    listeningObject.onMotionFinished = function():Void {
         this.gotoAndPlay(1);

  • Motion Tweening Components - Will Not Work

    I've been using Flash for a few weeks and have scoured and
    scoured, trying to solve what I'm sure will turn out to be a small
    issue I'm over looking.
    Basically, I have buttons, scrollpanes, and FLVPlayer
    components on my stage, in separate layers that work fine when they
    are on the keyframe that I add them to initially. However, I want
    to animate these components moving in and out of the stage (see
    www.rossmnewton.com for an example). So I make new keyframes before
    and after the keyframe I added the components on, copy the
    components, move to the other keyframe, paste in place, move it,
    then create a motion tween, and the animation works fine. The
    problem is, no matter what I do though, my buttons, scrollpanes,
    and any other component, will fail to work as soon as I apply a
    motion tween to them. Instantly, they stop working. And I can't
    figure out how to animate these types of components without
    breaking them.
    What am I messing up here? Can you not motion tween buttons
    moving around? Or an FLV player?
    And I notice that it creates "Tween 1", "Tween 2", etc.,
    objects of type Graphic in the Library.

    Hi,
    The Sample Calendar component download has been fixed for Update 7.
    http://developer.sun.com/prodtech/javatools/jscreator/reference/codesamples/samplecomps/calendar.html
    Also, the source is available and also is valid.
    Please read the brief instructions in NOTES.txt
    To build the source, you'll need to use ant
    http://ant.apache.org
    Then , in the build.xml file included in the zip, correct
    the creator.home property setting to point to the installation directory of Creator.
    hth
    John

  • Motion Tween Scaling a UILoader loaded Image

    Hello: I know how to make an image scale up upon a button click. If it is possible, what is difference in the actionScript code if the image has been loaded using the UILoader ?
    Currently I have the Component scaling up upon a button click but the Component's motion tween seems to not associate with the Image's scale (the image the UILoader placed on the stage). Thank-you, MLR ...
    // Component Inspector >scaleContent: true (current setting)
    buttonMLRx_btn.addEventListener(MouseEvent.CLICK, animateMLR);
    function animateMLR(eventMLR:MouseEvent):void
            imageBinMLRx_mc.gotoAndPlay(2);
            trace("MLR");
        }

    Thank-you Ned: I will try the documentation. I presume from your response, it is possible. I will watch this (my) post and post my resolve when I figure it out. MLR

  • Motion Tween Issue

    So I'm making a drop down menu (first time) and the motion tweens are... well they're being weird.  There is not arrow on the frames where the motion tween is.  And the drop down menu is not apprearing... however, there is definitely a motion tween on those frames, but no motion is occuring...  What am I doing wrong?
    I'd be happy to upload the file for examination.

    The button is what I'm trying to get to work.  I'm trying to make a drop down menu on the "artists" button.
    I've attached the file in ".txt" format, so just changed it back to ".fla" to make it work.  If maybe you could give it a look see and help me out a little?  I'd really appreciate it.
    The tweens are under the "menu" movieclip.  You can just access it from the library.
    Thanks.

  • Motion Tween Can't Be Broken Up?

    I have an object with 500 Frames.  I gave it a Motion Tween.  Now I want to cut it down to 100 frames, without changing the Tween duration.  Usually you can insert a blank keyframe, or remove the last 400 frames on that layer.  But since it's a Motion Tween you cannot?
    WTH is going on with Flash's timeline editor, this is ridiculously unintuitive.

    If your using CS5... this is how you do it.
    On a PC-
    Control click on the frame you want the tween to end.... frame 100
    From the drop down select "Split Motion". This will inset a key frame.
    Next... hit delete... that will delete all the frames from 101 and beyond.
    To clean it up... right mouse button click and select" Remove Tween".
    I hope this helps.

  • Motion tween question in cs5

    Hi,
    I'm trying to create an animated movie clip button in AS2 using CS5. The button should fade in/out as the mouse moves over and away from the button.
    Lets say my frame rate is 30 FPS. When  I insert a motion tween on frame 1, the timeline is automatically extended by 30 frames. I then select frame 30, select the button and change the alpha value to 30%. When I drag the head marker back and forth, the button fades in and out smoothly exactly as I wanted.
    But I want to create a motion tween between frame 1 and 10. So I select frame 10, insert a keyframe, select frame 5 and insert a motion tween. Then I select frame 10, select the button and change the alpha value to 30% like before. When I drag the head marker, there is no fade in/out. When the head marker is exactly over frame 10, the button is faded, but when it is on any frame between 1 and 9, it is normal.
    How do I fix this problem?
    thanks for your help
    Rashinkar

    If I'm following correctly, you are trying to tween between two keyframes instead of within a single tween span. If you want to create a tween between frames 1 and 10, insert a keyframe on frame 1, and then insert frames to frame 10 instead of creating a keyframe (press F5 on frame 10). Then right-click one of the frames or the object and choose Create Motion Tween. Then move the playhead to frame 10 and change the alpha.
    Hope that helps.

  • CS4 - motion tween

    If you watch the short tutorial at
    http://tv.adobe.com/#vi+f1590v1815,
    you see that guy does a good job explaining how to do a motion
    tween. His button "slides" into place from frame 1 to frame 24. But
    there are no frames after frame 24 on either layer. So, what if now
    he wants that button to be there, sitting still, from from 25 to
    frame x, while animation happens on the other layer (or a third
    layer)? Is he just supposed to go out to frame x and select it,
    then click F5 to add frames, or F6 to add a keyframe?
    Thanks,
    Christophe

    Gotta love them wolves
    At some point Flash introduced breaking apart text fields into individual letters before raw shapes(I can't remember the version off hand - maybe 8), which is handy when you want to motion tween the letters individually. So you could break them into individual letters, and then distribute to layers, and then motion tween them to create text effects. It might also be useful if you want to space/align or position them individually - a little bit faster than creating each letter separately. But yes, one extra Ctrl+B to get the raw vector!
    Hope that helps,
    Jen.

  • CS3 Motion Tween Problem

    Hello all
    I have been developing a game using flash CS3. It involves a
    variety of objects, movieclips, buttons and motion tweens and a
    whole bunch of actionscript. The development has been coming along
    very nicely and I havent been experiencing many problems, until
    now. I was close to finishing the game (with everything running
    smoothly) and suddenly, the motion tweens on certain objects have
    become broken. instead of smoothly tweening the object flickers
    from on position to the next.
    This all happened after absolutely no changes had been made
    to the game source (.fla) file. What is strange is that even my
    previous versions of the game (dating weeks prior to this point) ar
    now experiencing the same flickering on motion tweens as in the
    current version.
    So, I have come to the conclusion that this is the result of
    perhaps a corrupt flash settings file. When I log off my PC (with
    windows XP Pro)and log back in to the same machine as a different
    user, the problem was solved!! horray.... that only lasted for a
    day though. Soon the same problem began again under the different
    user.
    Can anyone help me out?
    Thanks for the help,
    Codie

    My suggestion is to make sure you are using the current
    version of Flash Player. If that doesn't work, try finding a legacy
    version fo the Flash Player (since it used to work). If the legacy
    version solves the issue, contact Adobe and submit a bug.
    Personally I've never had such an issue. It is possible to delete
    your preferences. If I remember right, they are located in both
    your registry and on your hard drive. I don't recall where to find
    the things you need to delete, and I remember I had a hard time
    finding that information. Sorry I can't be more help.

  • How do I create 2 motion tweens for one line of text?  the text needs to "fly-in-right", I can do that,

    how do I create 2 motion tweens for one line of text?  the text needs to "fly-in-right", I can do that, then it needs to "fly-out-bottom" again, I can do that, but not on the same line of text...any ideas...

    my question
    1- there is any way to assign the Fetch process to specific region so the process take all item in these region only.
    2- how can create manual process to fetch row into specific items in page ( i tray these code
    SELECT col1, col2, col3 ....
    INTO :P1_ITEM1, :P1_ITEM, :P1_ITEM...
    FROM table
    WHERE id = :P_id ) but no data retrieve .
    I do not think that it is possible to have more than one Automated Row Fetch process in a given page. See the thread:
    ORA-01403: no data found : Unable to fetch row multiple automated row fetch
    On your second question, the manual process should work provided:
    P_ID has a value when the process executes. You can do it this way:
    i. Make this process as a on-load After/Before header process
    ii. Make sure that P_ID page item has value when the process executes (set it from another page or before the pl/sql process executes)

  • How many motions tweens can you have on a timeline?

    I'm a college student in Seattle.  We just had our mid-terms in Flash CS5.  One of the really simple questions was "How many motion tweens can you have on a timeline."  Yup.  The answer is one...... or is it?  I had a long discussion with my tutor (who is the greatest tutor in the world) and he wanted to think about it. I said to him that I thought that one motion tween was wrong because you can click on an object in the timeline, make it a motion tween, and double click it and make several motion tweens.  So, essentially, you can have more than one motion tween on a timeline.  Is anyone able to advise me because this is all about grades!

    You can have quite a few motion tweens on a timeline.  You can even have them happening simultaneously (I don't know of a specific limit), as long as they are all on their own layers.  Though the more you add simultaneously the more they can weigh down the speed of things running.
    If you need to prove this to someone, the easiest way is to create it and demonstrate it.  But you may want to check the exact wording of the question... it would not be beyond an examiner to throw a trick question in.

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