Reverse Movie Clip

I am a beginner in flash right now and have one quick
question. I have just made a movie clip of a 2D character walking
to the right. Now I would like to take this character and make him
walk to the left (saving this as a separate movie clip). Instead of
starting all over and having to go through all the key frames I was
wondering if there is a faster way of reversing him. In other words
I'd like him to flip over (i know there is a way to flip him
easily) and then walk the other way. Almost as if I reversed the
entire movie clip except instead of walking backwards he was
walking frontwards to the left.
Edit: Also if anybody knows any sites that have help for
beginners. Like a tutorial that brings you through the program
slowly.

I am a beginner in flash right now and have one quick
question. I have just made a movie clip of a 2D character walking
to the right. Now I would like to take this character and make him
walk to the left (saving this as a separate movie clip). Instead of
starting all over and having to go through all the key frames I was
wondering if there is a faster way of reversing him. In other words
I'd like him to flip over (i know there is a way to flip him
easily) and then walk the other way. Almost as if I reversed the
entire movie clip except instead of walking backwards he was
walking frontwards to the left.
Edit: Also if anybody knows any sites that have help for
beginners. Like a tutorial that brings you through the program
slowly.

Similar Messages

  • 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."

  • 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.

  • Accessing a Movie Clip in a parent Scene.

    Setup:
    *Scene 1:
      - MovieClip1
      *Inside MovieClip1:
       - Actions:
         stop();
         next_btn.addEventListener(MouseEvent.CLICK, onNextButtonClicked);
         previous_btn.addEventListener(MouseEvent.CLICK, onPreviousButtonClicked);
         function onNextButtonClicked(e:MouseEvent):void {
         if (currentFrame == totalFrames) {
         gotoAndStop(1);
         } else {
         nextFrame();
         function onPreviousButtonClicked(e:MouseEvent):void {
         if (currentFrame == 1) {
         gotoAndStop(totalFrames);
         } else {
         prevFrame();
        (THIS CODE IS FOR MY NEXT AND PREV BUTTON TO CYCLE THROUGH MY PIECES OF WORK)
       Then I have...
      - Pieces of work Layer:
        This includes each piece on a single frame, with a label name. (5 total frames on this layer)
        Then I have....
        - Next and Prev buttons on a layer
        And Finally....
       - The last layer in this scene has a background frame.
    ***** Now inside each frame containing each piece of work there is:
           1st Layer = Actions
           Containing this code: stop();
           2nd Layer = This is the movie Clip that Fades my pieces of work in.
       ****** Inside this movie Clip of the piece of work fading in will contain:
               1st Layer = Actions
               Containing this code:
    stop();
    function openLabel(event:MouseEvent):void {
    switch (event.currentTarget) {
    case identity_cplogo_btn :
    gotoAndPlay("cplogo_lv");
    break;
    identity_cplogo_btn.addEventListener(MouseEvent.CLICK, openLabel);
    2nd Layer = 1st frame blank, then frame 2-10 contains a movieclip with a label of cplogo_lv. This movie clip is the clip that has a large view of the image popup and darken the background. (Like a lightbox effect)
    3rd layer = the logo which is a BUTTON. THis is located on the first frame and is called "identity_cplogo_btn." So when this is clicked it opens the large view.
    *****Now....
    When I click inside the movieclip that is the lightbox effect and go inside of it there is.....
    1st Layer = Actions with the code of:
    stop();
    function openLabel(event:MouseEvent):void {
    switch (event.currentTarget) {
    case lv_close_btn :
    gotoAndPlay("return");
    lv_close_btn.addEventListener(MouseEvent.CLICK, openLabel);
    ****After the actions keyframe, which is locate on frame 10, there is a label called "return" from frame 11-24. It is a blank label meaning there is nothing on it but the label name.
    2nd Layer = the "Close" button which appears when the large view is opened and is located on frame 10 right underneath the action code.
    3rd Layer = This contains the Large view of the logo, which I have made a movie clip for making it fade in then I paste reverse frames after right underneath the "return" label making it fade out.
    4th Layer = Contains the Dark background that pops up which also fades in then underneath the "return" label it has its' reverse frames which are making it fade out.
    SO... I have the code making it so that when the "Close" button is clicked it is going to the "return" label which is making everything fade out.
    ***************************** NOW WHAT I NEED TO FIGURE OUT *************************************
    I need to know the code to be in the last movie clip I just explained and when I click the close button and it plays everything underneath the "return" label, THEN i need it to access the movie clip with the logo fading in so that it appears to go back to BEFORE clicking on the logo and expanding the view.
    I understand that this code will be places right after the "return" label so that when the return phase plays it will then play the code making it go to this movie clip then it will stop.
    I have tried
    MovieClip(parent.parent).gotoAndPlay("return_2");
    stop();
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    I also have tried accessing the movie clip after giving it an instance name, but it was doing the same thing.
    Help PLEASE!

    I actually tried a post earlier that was simplified, but I think the setup of scenes might be important....anyways, here it is.
    Setup:
    Scene 1 > MovieClip1 > MovieClip2 > MovieClip3 > MovieClip4
    Explanation:
    I am in MovieClip4, in which I have a "Close_btn" that when clicked, it takes you to label "return" (still inside MovieClip4), which then plays the movie clips in the layers below label "return." What I want it to do is....Once label "return" plays, I need the code to make it go into "MovieClip2" and play a movie clip with the "Instance" Name of "Logo_1."
    I have tried this by setting a label name above the movie clip and referencing the label, however, it does access that movie clip, but it doesnt play it...It is just blank.
    Hope this is understandable.

  • Input text field nested in movie clip?

    Hello,
    Is it possible to have an input text field inside a movie
    clip in Flash Lite 2? I've tried targeting it all different ways
    and it doesn't seem to work, so I just thought I'd check with
    someone who knows.
    Thanks for your help in advance!

    Hi Nirnalatha,
    I have newly joined this forum and while going through the
    posts I came across your post which I thought I could help out. But
    I think I am too late for the reply.
    I am also into Flashlite development couple of months from
    now. Coming to your questions:
    1. Textbox problem: I am surprised to know that E70 mobiles
    (Device central list has E70-1 only) does not show input text box
    when cursor is in input box. Anyways its a good thing that you dont
    get an additonal input box. Like all J2ME applications you will be
    able to type the text inline. Infact we had reverse problem where I
    was told to create inline edit input box instead of flashlite input
    box. I think this is the mobile setting. Check the device features
    in the Adobe Device Central under Flash - Standalone player - Text
    and Fonts features. It will be mentioned whether inline text is
    allowed or not.
    2. Soft keys issues: You need to use
    fscommand2("SetSoftKeys", "Previous", "Next");
    and use a key listener in order to override the Mobile
    Softkey commands. Check out the flashlite help which clearly
    explains this.
    Hope I have given youa way to solve ur problem.

  • Turning movie clips on/off with AS3

    Hi everyone ... I need help! I'm relatively new to Flash so hopefully I'll be using the correct terminology here so as not to further confuse any would-be problem solvers out there!
    I am working on an interactive map that allows the user to click on different categories and see them highlighted on the map. (For example - if you click 'retail' all the retail locations on the map will be highlighted.) I have several different categories - 6 to be exact - and I would like the user to be able to click on multiple categories at once, so they can see where residential areas are in relation to offices, for example.
    What I've done is create what looks like a 'toolbar' to one side with buttons for each category. (initially I was using actual flash buttons which redirected to a later frame showing only the highlighted buildings, and then the user could click a 'back' button to get back to  the toolbar.) I have now made each of these text objects into movie clips, and when I double click on the movie clip I have 10 frames. One is actions, obviously, one is the text itself (currently using TLF text) and the third is a .png file, which I've set up as a movie clip and tweened so that it goes from 0% alpha to 100% alpha within the 10 frames.
    In order to get the SWF to function where I'd be able to click on/off one of the categories more than once, I had to set the initial TLF text as 'read only' (when clicked this goes to frame 10 and stops, leaving the buildings highlighted). and the final TLF text as 'selectable' (when clicked, this one goes back to frame 1, where the buildings are not highlighted).
    Unfortunately, when I have all 6 of these movie clips in the SWF, if I click on more than one at a time, I must click them 'off' in the reverse order. Otherwise they will not turn off. EX - if I turn on 'restaurants, hotels, residential' in that order, I have to turn them off in the order of 'residential, hotels, restaurants'
    Does anyone have any tips to make this simpler? I don't know if there is a better way to have these categories 'turn on' other than using the TLF text. I hope one of you smart Flash experts can help me out ASAP!!!

    that's a task much easier to do using actionscript rather than use the timeline.  each location or parent location (if you want one parent for retail and one for residential etc) could have two keyframes.  one for highlighted locations, the other for non-highlighted.  you can timeline tween between the two keyframes, if you want.
    your main timeline would not change frames.  clicking the retail toggle button would cause all retail locations to tween to the highlighted frame.  clicking it again, it should cause the retail locations to tween to the non-highlighted frame.
    likewise for you other buttons and other locations.
    this setup will remove the complications caused by having various combinations of buttons toggled on and off.

  • Problems with button inside draggable movie clip

    I am building a click through presentation that has some small text in it. To maintain the design and allow for readability, I have added a zoom feature.
    Here is the structure of the movie,
    Stage - contains pages movie clip and forward/reverse click buttons for changing pages
         pages_mc - contains 24 frames, one page per frame and buttons
    There is a button at the _root level that uses a tweener to scale the pages_mc up to 170%. When this is clicked, it allows the pages to be dragged around the screen so you can look at different sections. When you click the button again, it returns the pages back to their original size stops drag.
    My problem is, on the pages, there are buttons with links to external sites. Once startDrag has been invoked, I cannot touch the buttons inside the movie clip. Is there a way to make these buttons work?
    I need the finished quickly so any assistance is welcome.
    Code below
    magUp_btn.onRelease = function() {
    this._visible = false;
    TweenLite.to(pages_mc, .25, {_x:-250, _y:-193, _xscale:170, _yscale:170});
    TweenLite.to(magUp_mc, .75, {_alpha:0});
    TweenLite.to(magDown_mc, .75, {_alpha:25});
    magDown_btn._visible = true;
    pages_mc.onPress = function(){
    this.startDrag();
    pages_mc.onRelease = function(){
    this.stopDrag();
    pages_mc.onReleaseOutside = function(){
    this.stopDrag();
    pages_mc.useHandCursor = false;
    TweenLite.to(instr_mc, 1, {_alpha:100});
    magDown_btn.onRelease = function() {
    TweenLite.to(pages_mc, .25, {_x:0, _y:0, _xscale:100, _yscale:100});
    TweenLite.to(magUp_mc, .75, {_alpha:25});
    TweenLite.to(magDown_mc, .75, {_alpha:0});
    this._visible = false;
    magUp_btn._visible = true;
    pages_mc.onPress = function(){
    this.stopDrag();
    TweenLite.to(instr_mc, 1, {_alpha:0});
    I don't know how to turn drag off when I zoom out without using the onPress command, but I know that this is probably what is getting in the way of the button working?
    Thanks!

    One option is to make the background of the pages be the draggable parts rather than the movieclips that contain the pages and buttons.  That way, the buttons could be atop the background and not have their access blocked.
    Instead of coding the pages_mc, you would essentially have the background coded for the drag...
    pages_mc.bkgnd.onPress = function(){
        startDrag(this._parent);

  • Movie Clip Thumbnail Gallery

    I'm using Flash 8 Professional
    Here's the swf:
    http://208.131.133.122/flash/
    And my fla:
    http://208.131.133.122/flash/scene.fla
    (8MB sorry!)
    Right now, when the mouse is in the same _x position as the
    last thumbnail, the thumbnails slide gently to the left to reveal
    more thumbnails then slide back to the right when the mouse moves
    to the left again.
    The problem is that they start sliding to the left whether or
    not the mouse is over the thumbnail gallery. If the mouse is at the
    bottom of the screen or the top of the screen and in the same _x
    position as the last thumbnail, they will begin sliding.
    I would like the thumbnails to begin sliding only when the
    mouse hovers over the row of thumbnails and not when it is outside
    that thumbnail area.
    I added some actionscript to stop the movement of the
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    position of the clip; but, it does not work.
    I don't really know what I'm doing. Can someone.... anyone...
    tell me if this is something that can be done? And if yes, how?
    Much thanks in advance.

    I see that your first wooden button is a 'scroll down' button
    which plays through
    the length of the thumbnails. Do you mean you want to
    replicate and reverse this on the third wooden button 'scroll up' ?
    I'm just guessing here but I'd say you accually have your
    thumbnail gallery scrolling down as a motion tween and your scroll
    up button just has a 'goto previous frame' type function on it?
    If the previous statement is true then I would suggest two
    options for you.
    1.) You take the scrolling functionality out of a timeline
    and do it all with action script. This would be the most effective
    way of doing it.
    2.) Since you probably don't want to make serious edits to
    that .fla. Here's another way. You have a boolean called 'is_rev'
    and a function called 'play_backwards'. These are contained within
    the same movie clip as your thumbnail gallery.
    <!-- code
    var is_rev:Boolean = false;
    -->
    Your third wooden button has these actions on it.
    on(release)
    this.is_rev = true;
    this.prevFrame(); // This is to start the reverse loop;
    Your first wooden button would have this on it.
    on(release)
    this.is_rev = false;
    this.play();
    Your second wooden button would have this on it.
    on(release)
    this.is_rev = false;
    The function would be:
    function play_backwards()
    if(this.is_rev)
    this.preFrame();
    Now on every single frame of your scrolling gallery you need
    to call this.play_backwards();
    Please note the way I structured the coding assumes every
    object is on the same timeline. If your buttons are in a
    different/parent movie clip relative to your gallery movie clip,
    your going to need to make sure 'this' is set relative to the two
    objects. (i.e. on your button -> this.prevFrame(); would
    probably be this.gallery.prevFrame(); )
    A quick design note. If your buttons symbolize scrolling not
    movement they should be reversed since as the thumbnail gallery is
    moving upwards the user is scrolling downwards.

  • "Frame Blending" while reversing the clip..?

    Do I suppose to use "Frame Blending" while reversing the clip..? When going to check the "Reverse" in order to reverse direction of a movement of the clip - it is already checked by default... B U T - when I UNchecked it the quality of the footage with the reversed movement was somehow more clear.. (this is before rendering - just watching in the Viewer).
    Is there any general rule regarding this "Frame Blending" (while reversing the clip)? Can I just trust the Viewer quality/difference between when the "Frame Blending" is checked and when is unchecked?

    Hi all, and thanks for trying and commenting my plugins.
    marekn,
    unfortunately there are 2 potential limits in the use of both my Time Remap plugin and the corresponding FCP built-in Time Remap Function:
    a. +only the speed of the video portion+ of the clip is modified, and there is no way I know to change speed of the corresponding audio accordingly;
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