Reference to namless clip
Hi,
how can I reference a namless clip in as3? In the debugger I
only can
see my named clips but I don't see where the other clips are.
I try work
without names to easily copy them without creating a new name
for every
new clip.
TIA
Use its child index value to target it.
Similar Messages
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Why can't I import an AAF sequence that references a single clip of mono audio ?
I have an AAF file that defines a sequence which contains a single clip of mono audio. When I try to import this into Premiere Pro I get an error telling me that it is unable to reference a file containing more than 2 audio streams. I'm assuming that a stream is synonymous with a channel which may be a mistake. If it is, then, as my audio is mono, it seems unlikely that I have more than 2 streams. I have checked what is in the AAF and the only part of it that has more than 1 channel is the 'Tape' mob. Is it possible that the import is failing because of this ?
I had this problem also, only the .m4v files could not be imported either! The strange thing was I was able to do this task with other home vids in the past without issue. I simply shut everything down and rebooted at this point as a last dithch effort to avoid a trip to the Apple store and then it worked - itunes was able to accept the import.
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Is a reference to a clip of type MovieClip or Object?
When declaring a variable using strict data types where the
variable is a reference to a movieclip, is the variable type a
MovieClip, Object, or something else?
e.g.:
var circleMc:[TYPE] = _root.circle_mc;Thanks for all of the responses. Sorry, let me clarify a
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usCodes_mc and nested in that clip is another movie with an
instance name of zipCodes_mc. Therefore, the path to zipCodes_mc is
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This works:
// Object
var codesMc:Object = this[regionCode +
"Codes_mc"][serviceCode + "Codes_mc"];
if (codesMc != undefined) {
codesMc.attachMovie("tooltip", stationCode + "ToolTip_mc",
1);
This creates a type mismatch error:
// MovieClip
var codesMc:MovieClip = this[regionCode +
"Codes_mc"][serviceCode + "Codes_mc"];
if (codesMc != undefined) {
codesMc.attachMovie("tooltip", stationCode + "ToolTip_mc",
1);
As I mentioned before, even if I type cast codesMc as an
Object, if I trace the type via "typeof codesMc" it prints
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Frame reference within a clip within a clip
this seems to be an almost universally puzzling question as I've not gotten any responses from any of the forums that I've posted on...
Is it possible for me to have 1 movieclip consisting of multiple movie clips, in a .fla file, and reference specific frames of clips within a frame of the movie clip, from an outside .as file?
In a .fla file I have a movie clip that consists of several frames, each containing a different movie clip to perform different actions of a character I am attempting to animate. The basics of the code work fine, but now I'm trying to get into more detailed aspects of the characters actions and interactions and all the tutorials that I've come across thus far direct me to add various aspects of code throughout my animation which I feel would litter my program as this project grows. My basic code is as follows
class hero extends MovieClip
variable definitions up here
function onLoad()
variable initializations here
function onEnterFrame()
if( Key.isDown(Key.RIGHT) )
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if( Key.isDown(Key.SHIFT) )
gotoAndStop("run");
_x = _x + run_speed;
} else {
gotoAndStop("walk");
_x = _x + walk_speed;
// more of that for the other carnal directions of the character's movement...
} else if ( !Key.isDown() ){
gotoAndStop("stand");
This works fine. Beyond this, I have a frame with the anchor lable "Punch" which contains a movie clip consisting of 5 frames. Is it possible for me to reference specific frames within the movie clip within this frame of the big movie clip?you reference nested clips using dot notation BUT the parent clip must be on a frame where the child exists. for example, if the _currentframe of parentMC contains childMC, you could reference the frame number of childMC that's a child of parentMC using:
trace(parentMC.childMC._currentframe);
if childMC only exists on frame 2 of parentMC and parentMC is on its first frame, then you would need:
parentMC.gotoAndStop(2);
trace(parentMC.childMC._currentframe); -
How do i reference a movie clip instance name from inside child movie clips.
I have a label I am referencing form a movie clip inside the movie clip which contains the "label_2."
Here is the code I used:
MovieClip(parent.parent).gotoAndPlay("return_2");
Now I need to reference a instance name of a movie clip in side the same scene.
What would the code be?You should probably start by reading the docs and/or google:
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/events/Event.html
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9 b90204-7fca.html
http://www.google.com/search?hl=en&q=AS3+events
Once you got the basics down, look into creating/using your own custom events:
http://www.google.com/search?hl=en&q=AS3++custom+events
http://www.adobe.com/devnet/actionscript/articles/event_handling_as3.html
Event dispatching and event handling is one of the most important things about ActionScript. The sooner you get into them, the better. -
Hi,
I recently made the switch over to CC. When exporting a sequence from Premiere Pro to Audition in CS6, each clip in my timeling that was referencing the same source audio was assigned it's own "extracted audio." (i.e. - Lapel Extracted 1, Lapel Extracted 2, etc.).
However, in CC when I bring it into Audition, all of my clips are only referencing the "original" extracted audio. I cannot find in my preferences how to change this. Am I making sence?
How can I switch this?
Thanks!
SteveRoxpat wrote:
I'm beginning to consider learning other applications (Dreamweaver and/or specific languages), so feel free to offer those up as well.
roxpat ~ Since your web site content is community oriented, you may be interested in this free, web-based site builder for social networks:
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How to stop a slideshow and show another movie clip at the end?
Currently my slideshow is in a loop. At the end of last slideshow, I want to show another movie clip (End_mv) that's on another layer. How do I do that? My current scripts are below:
import fl.transitions.Tween;
import fl.transitions.easing.*;
//change scale on an image
var fadeTween:Tween;
//To slide in on X axis
var slideXTween:Tween;
//To slide in on Y axis
var slideYTween:Tween;
//To fade IN
var alphaTween:Tween;
//To get bigger on its X axis
var scaleXTween:Tween;
//To get bigger on its Y axis
var scaleYTween:Tween;
//var fadeTween:Tween;
//description place holder
var strDescrp:String;
//source place holder
var strSource:String;
//x poistion
var posX:Number;
//y position
var posY:Number;
//degree rotation
var degreeRot:Number;
// delay between slides
//const TIMER_DELAY:int = 5000;
var TIMER_DELAY:int = 5000;
// fade time between slides
const FADE_TIME:int = 3;
// reference to the current slider container
var currentContainer:Sprite;
// index of the current slide
var intCurrentSlide:int = -1;
// total slides
var intSlideCount:int;
// timer for switching slides
var slideTimer:Timer;
// slides holder
var sprContainer1:Sprite;
var sprContainer2:Sprite;
// slides loader
var slideLoader:Loader;
// url to slideshow xml
var strXMLPath:String = "lstHouse.xml";
// slideshow xml loader
var xmlLoader:URLLoader;
// slideshow xml
var xmlSlideshow:XML;
var txtField:TextField = new TextField();
var formatText:TextFormat = new TextFormat();
//start of sound section is for sound
var soundReq:URLRequest = new URLRequest("PaukenBrumfiel_AngelsOnHigh.mp3");
var sound:Sound = new Sound();
sound.load(soundReq);
sound.addEventListener(Event.COMPLETE, onComplete);
//end of sound section
function onComplete(event:Event):void
sound.play();
function init():void
// create new urlloader for xml file
xmlLoader = new URLLoader();
// add listener for complete event
xmlLoader.addEventListener(Event.COMPLETE, onXMLLoadComplete);
// load xml file
xmlLoader.load(new URLRequest(strXMLPath));
// create new timer with delay from constant
slideTimer = new Timer(TIMER_DELAY);
// add event listener for timer event
slideTimer.addEventListener(TimerEvent.TIMER, switchSlide);
// create 2 container sprite which will hold the slides and
// add them to the masked movieclip
sprContainer1 = new Sprite();
sprContainer2 = new Sprite();
mcSlideHolder.addChild(sprContainer1);
mcSlideHolder.addChild(sprContainer2);
// keep a reference of the container which is currently
// in the front
currentContainer = sprContainer2;
function onXMLLoadComplete(event:Event):void
// create new xml with the received data
xmlSlideshow = new XML(event.target.data);
// get total slide count
intSlideCount = xmlSlideshow..image.length();
// switch the first slide without a delay
switchSlide(null);
function fadeSlideIn(e:Event):void {
// add loaded slide from slide loader to the
// current container
currentContainer.addChild(slideLoader.content);
// clear preloader text
//mcInfo.lbl_loading.text = "";
// fade the current container in and start the slide timer
// when the tween is finished
//Tweener.addTween(currentContainer, {alpha:1, time:FADE_TIME, onComplete:function() { slideTimer.start(); }});
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
fadeTween = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
//scale = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
slideTimer.start()
onComplete:function();
function switchSlide(e:Event):void
// check, if the timer is running (needed for the
// very first switch of the slide)
if(slideTimer.running)
slideTimer.stop();
// check if we have any slides left and increment
// current slide index
if(intCurrentSlide + 1 < intSlideCount)
intCurrentSlide++;
// if not, start slideshow from beginning
else
intCurrentSlide = 0;
// check which container is currently in the front and
// assign currentContainer to the one that's in the back with
// the old slide
if(currentContainer == sprContainer2)
currentContainer = sprContainer1;
else
currentContainer = sprContainer2;
// hide the old slide
currentContainer.alpha = 0;
// bring the old slide to the front
mcSlideHolder.swapChildren(sprContainer2, sprContainer1);
strDescrp = xmlSlideshow.image[intCurrentSlide].@desc;
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
//txtField.border = true;
//txtField.x = 0;
//txtField.y = 600;
txtField.width = 855;
txtField.height = 200;
//txtField.background = true;
//txtField.backgroundColor = 0xEE9A00;
txtField.alpha = 20;
txtField.text = strDescrp;
formatText.align = TextFormatAlign.CENTER;
//txtField.autoSize = TextFieldAutoSize.LEFT;
formatText.color = 0x000;
formatText.size = 30;
txtField.x = 0;
txtField.y = 550;
posX = 0;
posY = 0;
degreeRot = 0;
// create a new loader for the slide
slideLoader = new Loader();
// add event listener when slide is loaded
slideLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, fadeSlideIn);
// load the next slide
slideLoader.load(new URLRequest(xmlSlideshow.image[intCurrentSlide].@src));
addChild(txtField);
txtField.setTextFormat(formatText)
// init slideshow
init();I got this error:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/swapChildren()
at University_Advancement_Holiday_Greeting2012_fla::MainTimeline/switchSlide()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
And here's the code:
// import tweener
//import caurina.transitions.Tweener;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import flash.display.MovieClip;
//change scale on an image
var fadeTween:Tween;
//To slide in on X axis
var slideXTween:Tween;
//To slide in on Y axis
var slideYTween:Tween;
//To fade IN
var alphaTween:Tween;
//To get bigger on its X axis
var scaleXTween:Tween;
//To get bigger on its Y axis
var scaleYTween:Tween;
//var fadeTween:Tween;
//description place holder
var strDescrp:String;
//source place holder
var strSource:String;
//x poistion
var posX:Number;
//y position
var posY:Number;
//degree rotation
var degreeRot:Number;
// delay between slides
//const TIMER_DELAY:int = 5000;
var TIMER_DELAY:int = 5000;
// fade time between slides
const FADE_TIME:int = 3;
// reference to the current slider container
var currentContainer:Sprite;
// index of the current slide
var intCurrentSlide:int = -1;
// total slides
var intSlideCount:int;
// timer for switching slides
var slideTimer:Timer;
// slides holder
var sprContainer1:Sprite;
var sprContainer2:Sprite;
// slides loader
var slideLoader:Loader;
// url to slideshow xml
var strXMLPath:String = "lstHouse.xml";
// slideshow xml loader
var xmlLoader:URLLoader;
// slideshow xml
var xmlSlideshow:XML;
var txtField:TextField = new TextField();
var formatText:TextFormat = new TextFormat();
//var myEnding:MovieClip = stage.getChildByName('End_mc') as MovieClip;
//start of sound section is for sound
var soundReq:URLRequest = new URLRequest("PaukenBrumfiel_AngelsOnHigh.mp3");
var sound:Sound = new Sound();
sound.load(soundReq);
sound.addEventListener(Event.COMPLETE, onComplete);
//end of sound section
function onComplete(event:Event):void
sound.play();
function init():void
//reference my movie clip "End_mc" oon the stage and turn its visibility off
MovieClip(getChildByName('End_mc')).visible = false;
// create new urlloader for xml file
xmlLoader = new URLLoader();
// add listener for complete event
xmlLoader.addEventListener(Event.COMPLETE, onXMLLoadComplete);
// load xml file
xmlLoader.load(new URLRequest(strXMLPath));
// create new timer with delay from constant
slideTimer = new Timer(TIMER_DELAY);
// add event listener for timer event
slideTimer.addEventListener(TimerEvent.TIMER, switchSlide);
// create 2 container sprite which will hold the slides and
// add them to the masked movieclip
sprContainer1 = new Sprite();
sprContainer2 = new Sprite();
mcSlideHolder.addChild(sprContainer1);
mcSlideHolder.addChild(sprContainer2);
// keep a reference of the container which is currently
// in the front
currentContainer = sprContainer2;
//function onXMLLoadComplete(e:Event):void
function onXMLLoadComplete(event:Event):void
// create new xml with the received data
xmlSlideshow = new XML(event.target.data);
// get total slide count
intSlideCount = xmlSlideshow..image.length();
// switch the first slide without a delay
switchSlide(null);
function fadeSlideIn(e:Event):void {
// add loaded slide from slide loader to the
// current container
currentContainer.addChild(slideLoader.content);
// clear preloader text
//mcInfo.lbl_loading.text = "";
// fade the current container in and start the slide timer
// when the tween is finished
//Tweener.addTween(currentContainer, {alpha:1, time:FADE_TIME, onComplete:function() { slideTimer.start(); }});
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
fadeTween = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
//scale = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
slideTimer.start()
onComplete:function();
function switchSlide(e:Event):void
// check, if the timer is running (needed for the
// very first switch of the slide)
if(slideTimer.running)
slideTimer.stop();
// ADDED: Check if using sprContainer2 and at the last slide
//if ((currentContainer == sprContainer2) && (intCurrentSlide == intSlideCount))
trace("Current Slide: " + intCurrentSlide);
trace("SlideCount: " + intSlideCount);
if ((currentContainer == sprContainer2) && ((intCurrentSlide + 1) == intSlideCount))
// hide the slideshow (and other related elements, or remove them if desired)
//mcSlideHolder.visible = false;
// remove any clips directly inside slideshow (any timers/etc need to be stopped too)
while (mcSlideHolder.numChildren > 0)
mcSlideHolder.removeChildAt(0);
// I do see a var named 'sound' playing so you might want to:
//sound.stop();
//sound = null;
// etc any other slideshow-only elements to hide/remove..
// play your movie
MovieClip(getChildByName('End_mc')).visible = true;
MovieClip(getChildByName('End_mc')).play();
// check if we have any slides left and increment
// current slide index
if(intCurrentSlide + 1 < intSlideCount)
intCurrentSlide++;
// if not, start slideshow from beginning
else
intCurrentSlide = 0;
// check which container is currently in the front and
// assign currentContainer to the one that's in the back with
// the old slide
if(currentContainer == sprContainer2)
currentContainer = sprContainer1;
else
currentContainer = sprContainer2;
// hide the old slide
currentContainer.alpha = 0;
// bring the old slide to the front
mcSlideHolder.swapChildren(sprContainer2, sprContainer1);
strDescrp = xmlSlideshow.image[intCurrentSlide].@desc;
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
//txtField.border = true;
//txtField.x = 0;
//txtField.y = 600;
txtField.width = 855;
txtField.height = 200;
//txtField.background = true;
//txtField.backgroundColor = 0xEE9A00;
txtField.alpha = 20;
txtField.text = strDescrp;
formatText.align = TextFormatAlign.CENTER;
//txtField.autoSize = TextFieldAutoSize.LEFT;
formatText.color = 0x000;
formatText.size = 30;
txtField.x = 0;
txtField.y = 550;
posX = 0;
posY = 0;
degreeRot = 0;
// create a new loader for the slide
slideLoader = new Loader();
// add event listener when slide is loaded
slideLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, fadeSlideIn);
// add event listener for the progress
//slideLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, showProgress);
// load the next slide
slideLoader.load(new URLRequest(xmlSlideshow.image[intCurrentSlide].@src));
addChild(txtField);
txtField.setTextFormat(formatText)
// init slideshow
init(); -
How do I reference a dynamically created MovieClip from another MovieClip?
Hi,
I'd be grateful for any pointers to the following problem:
I'm having trouble referencing dynamically created MovieClips (links in a side panel on a Flash website, created from an XML file) from the current MovieClip (the currently selected link).
I wish to freeze the the link/MovieClip in its mouseOver state once it has been clicked - this part works. When a new link/MovieClip is clicked on, I wish to release the previously clicked-on link from its mouseOver state, which is what I've so far been unable to do.
My problem seems to be referencing the previous link/MoveClip. I've used the trace statement trace(MovieClip(this).name) to determine that the MovieClips are named item0, item1, item2 and so on. However, I've been unable thus far to reference the previous clip thus far. I've tried to trace the route to the MovieClip from the stage, and also tried MovieClip(parent).item0.gotoAndStop and lots of other different permutations, but to no avail. It's the fact they seem to be in a container called 'panel' which is defeating me.
Here's a live version I've uploaded, which might explain the problem better. Click on "UBER UNS" in the top menu bar to get to the page in question. It's the links on the left-hand side (Historie, Unser Team, etc.) which are the problem. You'll see that once they've been clicked on they remain in their mouseOver state.
This is the code in question on the fla file, which is a file I did not create myself. The parts in black work fine; it's the red parts where the problem lies:
import flash.display.MovieClip;
panel.buttonMode = true;
var lang:uint = 1;
var url_Link:String=MovieClip(root).program.websiteXML .language[lang].pages.titlePage[MovieClip(root).program.linkPage].texts.pageList.txt[numT XT].@link;
var urlPage:Number=Number(MovieClip(root).program.webs iteXML.language[lang].pages.titlePage[MovieClip(root).program.linkPage].texts.pageList.tx t[numTXT].@linkPage);
var request:URLRequest;
var linkIndex:uint;
var lastClickedLink:MovieClip; //This is supposed to store the last link that has been clicked - it doesn't work
panel.addEventListener(MouseEvent.CLICK, clicLink);
panel.addEventListener(MouseEvent.ROLL_OVER, mouseOverLink);
panel.addEventListener(MouseEvent.ROLL_OUT, mouseOutLink);
function mouseOverLink(event:MouseEvent):void {
MovieClip(this).gotoAndPlay('s1');
function mouseOutLink(event:MouseEvent):void {
if(numTXT !== (linkIndex - 1)/5){ //freezes mouseOver state if this is the link for the current page
MovieClip(this).gotoAndPlay('s2');
function clicLink(event:MouseEvent):void {
var linkpage:uint = MovieClip(root).program.linkPage;
if (url_Link) {
request = new URLRequest(url_Link);
navigateToURL(request);
} else {
linkIndex = numTXT * 5 + 1;
if(linkpage == 1){
MovieClip(root).chPages.cont.page_about_mc.page3Tu rner_mc.gotoAndStop([linkIndex]);
} else if (linkpage == 2){
MovieClip(root).chPages.cont.page3_mc.page3Turner_ mc.gotoAndStop([linkIndex]);
lastClickedLink.gotoAndPlay('s2'); // this is supposed to release the previous clicked-on link from it's mouseOver state - doesn't work
lastClickedLink = MovieClip(this).name; //this is supposed to set the new link as the last link clicked after the old one has been released from it's mouseOver state - doesn't work
If anyone can help, that would be great.What you might be after for that line is to use:
lastClickedLink = MovieClip(event.currentTarget);
For what you show, the name property of an object is a String, so I would expect you to be getting an error regarding trying to get a String to act like a MovieClip when you try to tell it to gotoAndPlay('s2'). -
I Have been using FCPX for only a short time and I have a few unfinished projects on the go. But after tidying up an reorganising my hard drives putting FCPx Projects and Events on an external drive. I find some of my projects with compound clips show this horrid warning icon for "missing files". I am want to relink the missing clips but FCPX will not allow me to open the compound clips so I could see what are the missing ones... so, can anyone help find a way to re-link or recover those missing files.
File browser? You mean the compound clip is in the project but not in the event? What version of the software are you using?
Select the compound clip and use Clip>Reference New Parent Clip. Does that work? Try relinking the project files. -
Dynamically adding multiple instances of a movie clip to the stage with one button
hello,
I was wondering if there was a way to add several instances
of the same movie clip to the stage dynamically utilizing one
button.
I can do one with the following code placed on the button...
on (release) {
attachMovie ("filledCircle", "filled1", 5);
filled1._x = 370;
filled1._y = 225;
But I want the user to be able to hit the button again and
get yet another instance of "filledCircle" on the stage.
I also want the user to be able to drag these instances
around...
Any help would be appreciated...
Thanks,
MuhlMuhl,
> I was wondering if there was a way to add several
> instances of the same movie clip to the stage
> dynamically utilizing one button.
Sure thing.
> I can do one with the following code placed on the
> button...
>
> on (release) {
> attachMovie ("filledCircle", "filled1", 5);
> filled1._x = 370;
> filled1._y = 225;
> }
Gotcha.
> But I want the user to be able to hit the button again
> and get yet another instance of "filledCircle" on the
> stage.
You're in luck, because this isn't very hard to do. The main
thing to
keep in mind is that each instance must have A) its own
unique instance name
and B) its own unique depth. In your example, the instance
name is filled1
and the depth is 5. The next clip's instance name should be
filled2 at a
depth of 6. Then filled3, depth 7, and so on. You can use a
single
variable to handle the incrementation.
// code in a frame
var counter:Number = 1;
// code on your button
on (release) {
attachMovie ("filledCircle", "filled" + counter, counter +
4);
With me so far? The variable counter contains the numeric
value 1. The
second parameter of attachMovie() is provided with a
concatenation of
"filled" + 1, which makes "filled1". The third parameter is
provided with
the sum of counter plus 4, which makes 5. Obviously, we need
a bit more.
The button must, in addition, increment the value of counter.
The ++
operator handles this perfectly.
on (release) {
attachMovie ("filledCircle", "filled" + counter, counter +
4);
counter++;
Now, it seems you also want to position the attached movie
clip to (370,
225). Are they call supposed to go to the same place? If so,
you may use a
second variable to hold a reference to the newly attached
clip. Look up
MovieClip.attachMovie(), and you'll see that the method
returns the exact
reference you need.
// code in a frame
var counter:Number = 1;
var mc:MovieClip;
// code on your button
on (release) {
mc = attachMovie ("filledCircle", "filled" + counter,
counter + 4);
counter++;
mc._x = 370;
mc._y = 225;
Make sense?
> I also want the user to be able to drag these instances
> around...
Then you need to handle a few events. You're dealing with
movie clips
here, so your best bet is to study up on the MovieClip class,
which defines
all movie clips. (Note, also, that the TextField class
defines all input
and dynamic text fields; the Sound class defines all sounds,
etc. This is a
very handy arrangement of the ActionScript 2.0 Language
Reference.)
// code in a frame
var counter:Number = 1;
var mc:MovieClip;
// code on your button
on (release) {
mc = attachMovie ("filledCircle", "filled" + counter,
counter + 4);
counter++;
mc._x = 370;
mc._y = 225;
mc.onPress = function() {
this.startDrag();
mc.onRelease = function() {
this.stopDrag();
Easy as that. You're simply assigning a function literal to
the event
of each new MovieClip instance as you create it. Take a look
and you'll see
each of these class members available to you -- that is, to
all movie clips.
MovieClip.onPress, MovieClip.startDrag(), MovieClip._x, etc.
Wherever it shows the term MovieClip in the Language
Reference, just
replace that with the instance name of your clip -- or a
reference to that
clip (which even includes the global "this" property).
David
stiller (at) quip (dot) net
Dev essays:
http://www.quip.net/blog/
"Luck is the residue of good design." -
Insert clip at timecode media start?
Yes, I have looked all over for this question, too.
How can I tell premiere to insert a clip onto my timeline at the timecode start?
-MrDNot much faster, but if you select a clip in a sequence and type in a timecode, e.g. your clip's start time, the clip will move to that time.
Do it like this:
Make the Info panel visible.
Add all your clips to a sequence, one after another, in chronological order.
Click the fly-out menu in the Timeline Panel, select "Start Time," and specify a time that matches the first frame of your first clip.
Go to the in point of the last clip in the sequence, and select the clip.
While viewing the Info panel, type in the timecode that is displayed for the frame of that clip; this will cause that clip to jump to that timecode in the sequence.
Repeat for each additional clip.
Instead of the Info panel, you could also apply the Timecode effect with "Media" set as the Timecode Source; that way, you'll have a head's-up reference to the clip's current time. -
Reference a movieclip by a variable containing its instance name?
There are some movie clip instances on the stage (not
dynamically created at run time). Now, I want to do this:
use a variable to hold a instance name at runtime. then use
this variable to reference the movie clip it points to.
Problem: suppose this variable is named "mc_ref". it fails to
use "_root.mc_ref" to refer to the movie clip by the name that
mc_ref contains. it seems in this case flash takes "mc_ref" as
instance name and thus looks for any child by that name. since
mc_ref itself is not a name, this will not work.
is there something like MovieClipbyInstanceName function for
this? Any thoughts? Thanks!you're confused. the variable's name and the movieclip's name
should not be the same.
the following are correct ways to reference movieclips in
flash: -
How do I delete a clip from the middle of a scene
Trying to delete a clip from a scene in the middle of a movie.
The trim option only seems to let you keep what you want but won't delete what you don't want.The choices you mention only appear when in the Event and perform what AppleMan has described. You need to do the edit in the Project. Following AppleMan's advice, you will see this pop-up menu:
The project simply references the video clips in the associated Event. Deleting the selection from the project will not remove the video from the Event, but will just extract that portion from the clip in the project, as AppleMan described.
John
PS Oops! Beaten to the punch by AppleMan!
Message was edited by: John Cogdell - added PS -
Rotate a dynamilly created movie clip?
I need to rotate this[PhotoMovieName]. But the registration
point is the
upper left corner. I want them to rotate on center.
Is there a way to do this. Can I change the registration
point with AS?
PhotoArray = new
Array("1.jpg","2.jpg","3.jpg","4.jpg","5.jpg");
//trace(PhotoArray.length);
for(i=0;i<PhotoArray.length;i++){
trace(PhotoArray
PhotoMovieName = "Photo"+i;
var container:MovieClip =
this.createEmptyMovieClip(PhotoMovieName,
this.getNextHighestDepth());
this[PhotoMovieName].loadMovie("Photo.swf");
//this[PhotoMovieName].Photo_ldr._x=0;
//this[PhotoMovieName].Photo_ldr._y=-50;
this[PhotoMovieName]._rotation = 15*i;
this[PhotoMovieName]._y = 200;
this[PhotoMovieName]._x = 200;
//this[PhotoMovieName].contentPath = PhotoArray;
//this[PhotoMovieName].Photo_ldr.load();
//trace(this[PhotoMovieName]._x+"----"+this[PhotoMovieName]._y);
Thanks,
JasonJason,
>I need to rotate this[PhotoMovieName]. But the
registration point
> is the upper left corner. I want them to rotate on
center. Is there a
> way to do this. Can I change the registration point with
AS?
ActionScript doesn't let you change an asset's registration
point, but
the workaround is pretty easy. In your case (ActionScript
1.0/2.0) you'll
create a containing clip first, then create another inside it
-- as you're
doing -- then offset the inner clip's midpoint to meet the
registration
point of the container.
var container:MovieClip = this.createEmptyMovieClip(
PhotoMovieName, this.getNextHighestDepth()
So far, so good, right? Nothing has chnaged yet. Now,
because you've
created the variable container, and because the
MovieClip.createEmptyMovieClip() method returns a reference
to the newly
created clip, may use the container variable in place of
this[PhotoMovieName] -- because the reference to that clip is
stored in
container.
container.loadMovie("Photo.swf");
Again, that's functionally identical to the earlier version,
this[PhotoMovieName].loadMovie("Photo.swf"); ... now, the
important part at
this point is to *wait* until Photo.swf has loaded. Until it
does, you
can't really continue, as you've done, with rotation, x, and
y settings. If
you go the route of loadMovie(), you basically have to set up
a loop
(setInterval(), say, or onEnterFrame) and repeatedly check
the
MovieClip.bytesLoaded() and bytesTotal() methods of your
container clip
until the loaded bytes meet the total. Here's some detail on
that process
http://www.quip.net/blog/2006/flash/how-to-tell-when-external-swf-loaded/
... Finally, you'll want to bump the loaded left by half its
width and up by
half its height -- then move the container to compensate. So,
how do
reference the loaded clip inside the container? Aha! Well,
once Photo.swf
is loaded, it's container effectively *is* the loaded asset.
You'll need
two containers, then. An outer and an inner.
var outer:MovieClip = this.createEmptyMovieClip(
PhotoMovieName, this.getNextHighestDepth();
var inner:MovieClip = outer.createEmptyMovieClip("mcInner",
0);
inner.loadMovie("Photo.swf");
outer.onEnterFrame = function():Void {
if (inner.getBytesLoaded() >= inner.getBytesTotal()) {
inner._x -= inner._width / 2;
inner._y -= inner._width / 2;
this._x += inner._width / 2;
this._y += inner._width / 2;
this._rotation = 45;
delete this.onEnterFrame;
A couple key things to note: again, the variable outer
refers to
whatever string is contained by the PhotoMovieName variable.
This time,
there's also an inner clip inside that one. The inner clip is
basically
taking the place of your original container. Once loading
starts, a loop
checks the loading SWF, as described in that blog link, and
when the SWF has
finished, inner is offset left and up, outer is offset right
and down, and
finally outer is rotated.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design." -
The new behavior of compound clips starting in 10.0.6 does not work for me as I thought I understood it. I added a still clip to the timeline and attached a second still clip to it. I then created a compound clip which was fine. I then added a depth of field blur mask effect to the compound clip in the timeline. The compound clip in the event brouser did not change. I added another instance of the compound clip from the brouser to the timeline and it was the original ie no blur. I then added an aged paper effect to the second instance of the compound clip and the first one did not update to reflect that effect. Again the brouser compound clip remained the original. Do I totally not understand what is supposed to happen or am I doing something wrong? I do see the reference new parent clip in the clip menu when I select the compound clip in the timeline but have not tried it.
Both should change, as they are locked together, unless you use the Create New Parent command, then you get a duplicate of the original CC.
First, try quitting and relaunching FCP X, see of that helps.
If not, get the free "Preference Manager" from Digital Rebellion (dot com) and use it to quickly and safely trash FCP X's pref files. See if that helps.
If that doesn't help, move the Final Cut Pro app from the Applications folder to the Trash (your Projects and Events will be safe, don't worry). Then launch the App Store, to the Purchases section, click "Install" to the right of Final Cut Pro X. The reinstall make fix it.
But it should indeed work as you expect it to.
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