Movie playing in reverse
Hi All
I decided to make a Star Wars srolling title for my cousins birthday. Unfortunatley, it's playing in reverse. Any suggestions on how to flip it and how to add audio?
Thanks in advance
Dean
With the video in keynote:
Rewind movie (by frame if paused) J (hold down)
Pause or play movie K
Fast-forward movie (by frame if paused) L (hold down)
Jump to beginning of movie I
Jump to end of movie O
Look under the help menu/keyboard shortcuts in keynote for more shortcuts...
Also in keynote if you hold the cursor over the video...the video controls will appear (set this in keynote's preferences).
Similar Messages
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Making movie clips play in reverse in AS 3.0
Hey all. I'm changing all my files to AS 3.0 because of some
new elements I'd like to use in flash CS4.
Here:
http://www.iaw-atlanta.com/IvyLeague1-13-09.html
I have the menu navigation at the bottom with 4 buttons. When the
buttons are moused over they ascend and when they are moused out
the movie plays in reverse so that they descend. Basically in the
movie clip, I have it stopped as well as gotoAndPlay the next frame
when the button is moused over and then have a script telling it to
reverse when moused out. I know how to do this in AS 2.0 but how
can I translate the script to 3.0?DjPhantasy5,
> Ok thanks, I'll see what he also has to say as well.
Actually, NedWebs pretty much nailed it. :) The approach
you've taken
is an interesting one, because it scales all the way back to
Flash Player 5,
which didn't yet support the MovieClip.onEnterFrame event.
Without that
event, you need something like your "controller" symbol -- a
separate
looping timeline -- to perform code that depends on frame
loops.
Available as of Flash Player 6, that event would allow you
to
consolidate your code a bit by putting it all in a single
frame and avoiding
the extra movie clip symbol. That doesn't mean your approach
is wrong, by
any stretch. In fact, it's good to know your options, because
if you ever
need to publish to Flash Player 5, you'll probably do best to
use the setup
you've taken.
I'll demonstrate onEnterFrame in just a bit, in case you
want to take a
look at that.
>> there's no _root reference in AS3, but you can use a
>> MovieClip(this.parent) (which replaces what _parent
>> used to do) to locate something outside of the
immediate
>> movieclip.
The term "parent," in this context, is technically a
property of the
MovieClip class, which means all movie clips in AS3 have
access to the
"parent" feature, which points to the timeline that contains
the movie clip
in question. Buttons also feature a "parent" property. In
AS2, this
property acted exactly the same, only it was preceeded by an
underscore.
In fact, NedWebs' suggested code works the same in your
existin file.
Instead of this:
// Your existing code ...
if (_root.animation._currentframe>1) {
_root.animation.prevFrame();
this.gotoAndPlay(2)
if (_root.animation._currentframe<=1) {
this.gotoAndStop(1);
... you could be using this:
// Alternative code ...
if (_parent.animation._currentframe>1) {
_parent.animation.prevFrame();
gotoAndPlay(2)
if (_parent.animation._currentframe<=1) {
gotoAndStop(1);
... because from this scope -- that is, from this point of
view -- the
MovieClip._parent property points to the same timeline that
_root does.
That changes, of course, based on how deeply nested the
current scope is.
The term "this" in the above code is optional, because Flash
understands
what scope you're in. From the point of view of this code,
_parent is
understood to refer to the current scope's parent timeline,
just like
gotoAndPlay() is understood to refer to the current scope's
own timeline.
You could precede either of those by "this" or not.
Many people will argue that _root is probably best avoided,
only because
it's a slippery slope. It doesn't always refer to the main
timeline you
think it does, depending on whether or not your SWF is loaded
into another
SWF at runtime. Meanwhile, _parent *always* refers to the
immediately
parent timeline.
So when you look at it that way, this perfectly valid AS2:
if (_parent.animation._currentframe>1) {
... isn't much different at all from its AS3 counterpart:
if (MovieClip(parent).animation.currentFrame>1) {
It would be nicer if you didn't need to cast the parent
reference as a
movie clip here, but if you don't, AS3 doesn't realize that
the scope in
question is a movie clip.
>> You can string them along as...
>> MovieClip(this.parent.parent)
Exactly.
>> Your _currentframe in the the controller becomes
>> currentFrame. That's about it. The rest of what I
>> saw will fly as is.
Not quite. AS3 doesn't support the on() or onClipEvent()
functions, so
you won't be able to attach your code direction to the
button. Instead,
you'll have to put it in a keyframe -- which you can also do
with AS2. It's
a good idea, in any case, because it allows you to put all
your code in one
place, making it easier to find.
Here's a quick note on direct attachment:
http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
To convert your existing FLA structure to AS3, you might,
for example,
do this:
animation.buttonMode = true;
animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener(MouseEvent.ROLL_OVER,
overHandler);
function outHandler(evt:MouseEvent):void {
controller.gotoAndPlay(2);
function overHandler(evt:MouseEvent):void {
controller.gotoAndPlay(4);
That takes care of the on(rollout) and on(rollover) code in
your current
version. The first line (buttonMode) is only necessary
because I got rid of
the button symbol and, instead, associated the event handlers
directly with
your animation clip. (Movie clips handle button-style events,
too, so you
don't need the button.) In AS3, event handling is very
straightforward:
you reference the object (here, animation), invoke its
inherited
addEventListener() method, then pass in two parameters: a)
the event to
listen for, and b) the function to perform when that event
occurs.
You can see that spelled out above. In AS2, there are quite
a few ways
to handle events, including on()/onClipEvent(), so it's
harder to know when
to use what approach. For buttons and movie clips, the
princple works the
same as I just showed, but the syntax is different.
Let's take a quick look at reducing all this code by using
the
onEnterFrame event. First, check out this AS2 version:
animation.onRollOut = outHandler;
animation.onRollOver = overHandler;
function outHandler():Void {
this.onEnterFrame = reversePlay;
function overHandler():Void {
this.onEnterFrame = null;
this.play();
function reversePlay():Void {
this.prevFrame();
All of that code would appear in frame 1. You don't need the
controller
movie clip. The animation clip no longer contains an orb
button, because
we're using animation itself as the "button". (You can always
see what
functionality any object has by looking up its class. If
you're dealing
with a movie clip, look up the MovieClip class. See the
Properties heading
to find out what characteristics the object has, see Methods
to find out
what the object can do, and see Events to find out what the
object can react
to.)
In the above code, it's all laid out pretty easily. This is
AS2,
remember. We have two events we're listening for:
MovieClip.onRollOut and
MovieClip.onRollOver. Those events are established for the
animation movie
clip by way of its instance name, and associated with
corresponding custom
functions. The outHandler() function associates yet another
function to the
MovieClip.onEnterFrame event of the animation clip. Very
simply, it
instructs animation to perform the custom reversePlay()
function every time
it encounters an onEnterFrame event. The overHandler()
function kills that
association by nulling it out, and telling animation to play,
via the
MovieClip.play() method. Finally, the reversePlay() function
simply invokes
MovieClip.prevFrame() on the animation clip.
Here's the AS3 version:
animation.buttonMode = true;
animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener(MouseEvent.ROLL_OVER,
overHandler);
function outHandler(evt:MouseEvent):void {
animation.addEventListener(Event.ENTER_FRAME, reversePlay);
function overHandler(evt:MouseEvent):void {
animation.removeEventListener(Event.ENTER_FRAME,
reversePlay);
animation.play();
function reversePlay(evt:Event):void {
evt.target.prevFrame();
It looks wordier, but if you look carefully, you'll see that
it's
essentially the same thing. The main difference is the way
scope works in
AS3. In AS2, there are numerous references to "this", because
the event
handler functions operate in the same scope as the object to
which the
association is made. In AS3, the references aren't to "this",
but rather to
the same animation clip by its *intance name*, because in
AS3, the scope
operates in the same timeline in which the code appears
(namely, in this
case, the main timeline).
In the reversePlay() function, in order to emulate a "this"
sort of
setup, I'm referring to the parameter that gets passed to all
event handler
functions in AS3. I happened to name it "evt" (for event),
but you can call
it what you like. In the case of reversePlay(), the evt
parameter refers to
an instance of the Event class, which has a target property.
The target
property refers to the object that dispatched the event --
happens to be
animation, in this case. So evt.target, in this context,
refers to
animation, which is what I invoke the MovieClip.prevFrame()
method on.
I've uploaded a handful of FLA files to my server. I won't
keep them
there forever ... maybe a couple weeks, as of this post:
http://www.quip.net/RewindTestAS3.fla
http://www.quip.net/RewindTestAS3_new.fla
http://www.quip.net/RewindTestAS2_new.fla
David Stiller
Co-author, ActionScript 3.0 Quick Reference Guide
http://tinyurl.com/2s28a5
"Luck is the residue of good design." -
How do i have clips play in reverse
I need help! How do u make the clips in your movie play in reverse and the music play forward HELP!!!!!!!!!!!!!!!!!!!!!
'Search' is your friend..
read reply on same topic here..
http://discussions.apple.com/click.jspa?searchID=10830738&messageID=7320531
.. and please avoid double posts.. http://discussions.apple.com/thread.jspa?threadID=1550375&tstart=0 -
Getting a movie clip to play in reverse
I have this script to play a movie clip.
What do I write to get it play in reverse?
function fadeUp(event:MouseEvent):void {
buttonFadeOver_mc.play()You need to use an enterframe event listener to continuously call prevFrame() until you see that you have reached the starting frame (by checking the currentFrame property). Once you detect you are at the start you remove the event listener.
-
Reloaded Itunes on an XP machine. Reloaded because Itunes would not open. Now when I play a movie that is in my library, the movie plays for aprx. 60 seconds and then reverts back to my Itunes library. Does it with all movies in the library, Most where downloaded from Itunes. Any ideas on a cure?
This "original file cannot be found" thing happens if the file is no longer where iTunes expects to find it. Possible causes are that you or some third party tool has moved, renamed or deleted the file, or that the drive it lives on has had a change of drive letter. It is also possible that iTunes has changed from expecting the files to be in the pre-iTunes 9 layout to post-iTunes 9 layout,or vice-versa, and so is looking in slightly the wrong place.
Select a track with an exclamation mark, use Ctrl-I to get info, then cancel when asked to try to locate the track. Look on the summary tab for the location that iTunes thinks the file should be. Now take a look around your hard drive(s). Hopefully you can locate the track in question. If a section of your library has simply been moved, or a drive letter has changed, it should be possible to reverse the actions.
Alternatively, as long as you can find a location holding the missing files, then you should be able to use my FindTracks script to reconnect them to iTunes .
tt2 -
Making the main stage timeline play in reverse.
Hey all thanks for looking. I figured out how to do this with movie clips but I can't seem to get it right with the main stage. Can anyone tell me a simple methood of telling the stage to continue playing in reverse, after a button is clicked, until it reaches a keyframe that will tell it to stop? I'm trying to make it so buttons will tell the stage to play a transition from beginning to end and then have it play in reverse when the "back" button is pressed. I'm currently searching online to find an answer but I haven't had any luck yet. Thanks for the help!
KgIad -- tried to use this code but I am getting
TypeError: Error #2007: Parameter listener must be non-null.
Which appears to be caused by the changeTimelineF not being recognized. If I create it as
private function changeTimelineF(e:Event) {
if(startFrame<endFrame){
e.currentTarget.mc.nextFrame();
} else {
e.currentTarget.mc.prevFrame();
if(e.currentTarget.mc.currentFrame==e.currentTarget.endFrame){
e.currentTarget.removeEventListener(Event.ENTER_FRAME,changeTimelineF);
Then it is recognized--but the variables (e.g. startFrame and endFrame) are no longer valid.
What am I missing?
Thanks
Mike -
PLEASE LOOK AT MY NEWEST POST!!
Hello, I was wondering if someone could guide me a little
with playing a movie clip in reverse. The major problem I'm having,
though, is that I have a frame-by frame animation withing a movie
clip called 'card' of a card flipping over. Now 'card' itself is
also tweened to move to the left and change in size as it flips
over, and also has an independent drop shadow for effect. So I need
to have everything go in reverse; the frame-by frame within 'card',
as well as the right to left tween and drop shadow on the main
timeline.
My ultimate goal is to have the user click on the card, it
will flip over in one direction, click on it again, and it will
reverse and flip back to it's original position.
Thanks in advance for any help on this.
PWell, I've decided to take a completely new approach.
I have reversed the frames in my movie clips, and I am far
closer to what I want to achieve. However, I still need to find a
way to remember if the card has flipped already, and when to flip
from frame 1.
Here are my files, please do have a look:
Fla
swf
I would still prefer to play in reverse, but I cannot figure
this out...
Cheers for any insight!
P -
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PowerPC G4 Mac OS X (10.3.9)Shane's stock answers addresses this, but make sure
that under the View mene that you are set to "All
Frames" and not "Single Frame"
Yeah, I had that covered from the beginning, but this sucker is stuck on whatever frame I begin to play from.
Powerbook G3 Pismo 500 Mac OS X (10.3.7)
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I have a 2nd generation Apple TV and computer is a 2011 Macbook Pro. Processor 2.8 GHz Intel Core i7. Memory 4 GB 1333 MHz DDR3. Graphics Intel HD Graphics 3000 384 MB. Software Mac OS X Lion 10.7.5 (11G63). Storage: about 500GB free out of 750GB.
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Is it possible to mirror a zoomed-in movie (1080p) playing on my iPod Touch 5g to the 3rd gen Apple TV via Airplay?
My Soniq TV doesn't have a zoom feature and I know that Apple TV can't zoom.
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