Reversing animation with actionscript 3
I'm making a website with basic timeline navigation. Which is typically how I prefer to work because I'm from an animation background and more visually oriented then code oriented. I'm wondering if it's possible to play in reverse along the timeline so that if animation plays when you navigate to one section it will then play in reverse when I click the back button. Is this at all possible...or a simple method that would achieve the same effect?
you can call mcF to play any timeline from any frame to any other frame by passing the movieclip, start frame and end frame.
for example, to play the root timeline from frame 33 to frame 1 (ie, in reverse), use:
mcF(MovieClip(root),33,1);
// change nothing below
function mcF(mc:MovieClip,startFrame:int,endFrame:int):void{
mc.startFrame = startFrame;
mc.endFrame = endFrame;
mc.addEventListener(Event.ENTER_FRAME,playF);
function playF(e:Event):void{
var mc:MovieClip = MovieClip(e.currentTarget);
if(mc.startFrame<mc.endFrame){
mc.nextFrame();
} else if(mc.startFrame>mc.endFrame){
mc.prevFrame();
if(mc.currentFrame==mc.endFrame){
mc.removeEventListener(Event.ENTER_FRAME,playF);
Similar Messages
-
I have been looking at the nikeplus.com navigation bar at the
bottom of the page and was wondering if anyone had insight on how
to begin creating something like that. Specifically, the
actionscript animated boxes rising on mouse over and lowering on
rollout. I have a been able to create something similar using
timeline tweens for rollover and rollout but the menus get stuck in
the up position every now and then if i quickly move the mouse
away.
Any insight or examples will be greatly appreciated!!You'd want to use a tweening engine for those, either the
build in tween
class or something like Fuse - which is what I'd do it with.
Fuse makes this
kind of stuff real easy... (www.mosessupposes.com)
Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ -
Help with Reverse Animation On Button
The buttons are animated with a movie clip inside each button
and the movie clip plays on rollover, however I need this same
movie clip inside the buttons to play reversed, when the cursor is
moved away from the button.
I know how to do this with an instance but I already made
each button and fooled around a thousand times with the animation
and I do not wish to start over again!
I have only experimented with this type of action script
before and I must say I am a little lost =(
Can anyone help me as to how I would go about doing this ?
Any coding would help.
I know there is a simple way of doing it with action script,
but I have no more time to fool around and I need your assistance
=P
If you could supply the code it would help me out.
(I can modify it to work with my page and my buttons)
Just need something to work off of.
Maybe a code I can put on the button, or whatever you can
come up with.
For future reference,
thanksWithout knowing the details of what you have created, or the
code you have attempted to use, the best I can offer at the moment
is to say you need to have the reverse playing code of the
movieclip get triggered by the mouse out event and not stop
stepping back down the timeline until the _currentframe value
reaches 1. If another mouse over should occur, then it's your
decision as to whether it picks up from where it has stepped back
to or starts from frame 1.
Starting over again is often the better approach, since what
you may have created may not be able to facilitate directing things
to play in reverse. -
Animating a button with actionScript
I'm fairly stumped on this one - but probably quite simple to fix.
I need to animate the scale of a button with actionScript 2.0. I've inherited a project that was done with actionScript 2.0 and have decided to stay with this generation rather than rewrite the whole project. Anyway - I've created a sound object, it plays audio from the library and 3 seconds after it starts playing, I want to animate the "next" button and make it pulse to attract the users attention.
Doing this by putting the button in a movie clip is not working as I am losing it's button states and besides it's probably far more tighter to program it.
When the user rolls over the button it stops pulsing but still retains it's up, over and down states.
Any easy answer?Thanks for your help Ned.
I ended up making an advanced button with movie clips and using programming for all the states.
Movies are so much easier to control than buttons.
But you have raised something I had overlooked...setTimeout( )
I was using setInterval( ) and then doing clearInterval( ) within the function so it would only loop once, which of course was problematic if the user beat the 'clearInterval' code by clicking on the button too early.
Actually used setInterval( ) to delay all sound on the project - now going to re-program all that.
Thanks -
Stop and Play All Child MovieClips in Flash with Actionscript 3.0
I am stuck with the ActionScript here. I have a very complex animated flash movie for eLearning. These contain around 10 to 15 frames. In each frame I am having multiple movie clip symbols. The animation has been created using a blend of scripting and also normal flash animation.
Now I want to create pause and play functionality for the entire movie. I was able to create the pause function but when i try to play the movie it behaves very strange.
I was able to develop the pause functionality by refering to the below mentioned links:
http://www.unfocus.com/2009/12/07/stop-all-child-movieclips-in-flash-with-actionscript-3-0 /
http://www.curiousfind.com/blog/174
Any help in this regard is highly appreciated as i am approaching a deadline.
I am pasting the code below:
import flash.display.MovieClip;
import flash.display.DisplayObjectContainer;
import flash.utils.Timer;
import flash.events.TimerEvent;
import fl.transitions.*;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import flash.events.Event;
import flash.events.MouseEvent;
stop();
// function to stop all movieclips
function stopAll(content:DisplayObjectContainer):void
if (content is MovieClip)
(content as MovieClip).stop();
if (content.numChildren)
var child:DisplayObjectContainer;
for (var i:int, n:int = content.numChildren; i < n; ++i)
if (content.getChildAt(i) is DisplayObjectContainer)
child = content.getChildAt(i) as DisplayObjectContainer;
if (child.numChildren)
stopAll(child);
else if (child is MovieClip)
(child as MovieClip).stop();
// function to play all movieclips
function playAll(content:DisplayObjectContainer):void
if (content is MovieClip)
var movieClip:MovieClip = content as MovieClip;
if (movieClip.currentFrame < movieClip.totalFrames) // if the main timeline has reached the end, don't play it
movieClip.gotoAndPlay(currentFrame);
if (content.numChildren)
var child:DisplayObjectContainer;
var n:int = content.numChildren;
for (var i:int = 0; i < n; i++)
if (content.getChildAt(i) is DisplayObjectContainer)
child = content.getChildAt(i) as DisplayObjectContainer;
if (child.numChildren)
playAll(child);
else if (child is MovieClip)
var childMovieClip:MovieClip = child as MovieClip;
if (childMovieClip.currentFrame < childMovieClip.totalFrames)
//childMovieClip.play();
childMovieClip.play();
function resetMovieClip(movieClip:MovieClip):MovieClip
var sourceClass:Class = movieClip.constructor;
var resetMovieClip:MovieClip = new sourceClass();
return resetMovieClip;
pauseBtn.addEventListener(MouseEvent.CLICK, onClickStop_1);
function onClickStop_1(evt:MouseEvent):void
MovieClip(root).stopAll(this);
myTimer.stop();
playBtn.addEventListener(MouseEvent.CLICK, onClickPlay_1);
function onClickPlay_1(evt:MouseEvent):void
MovieClip(root).playAll(this);
myTimer.start();
Other code which helps in animating the movie and other functionalities are as pasted below:
stage.addEventListener(Event.RESIZE, mascot);
function mascot():void {
// Defining variables
var mc1:MovieClip = this.mascotAni;
var sw:Number = stage.stageWidth;
var sh:Number = stage.stageHeight;
// resizing movieclip
mc1.width = sw/3;
mc1.height = sh/3;
// positioning mc
mc1.x = (stage.stageWidth/2)-(mc1.width/2);
mc1.y = (stage.stageHeight/2)-(mc1.height/2);
// keeps the mc1 proportional
mc1.scaleX <= mc1.scaleY ? (mc1.scaleX = mc1.scaleY) : (mc1.scaleY = mc1.scaleX);
stage.removeEventListener(Event.RESIZE, mascot);
mascot();
this.mascotAni.y = 100;
function mascotReset():void
// Defining variables
var mc1:MovieClip = this.mascotAni;
stage.removeEventListener(Event.RESIZE, mascot);
mc1.width = 113.45;
mc1.height = 153.85;
mc1.x = (stage.stageWidth/2)-(mc1.width/2);
mc1.y = (stage.stageHeight/2)-(mc1.height/2);
// keeps the mc1 proportional
mc1.scaleX <= mc1.scaleY ? (mc1.scaleX = mc1.scaleY) : (mc1.scaleY = mc1.scaleX);
var interval:int;
var myTimer:Timer;
// function to pause timeline
function pauseClips(secs:int, myClip:MovieClip):void
interval = secs;
myTimer = new Timer(interval*1000,0);
myTimer.addEventListener(TimerEvent.TIMER, goNextFrm);
myTimer.start();
function goNextFrm(evt:TimerEvent):void
myTimer.reset();
myClip.nextFrame();
myTimer.removeEventListener(TimerEvent.TIMER, goNextFrm);
// function to pause timeline on a particular label
function pauseClipsLabel(secs:int, myClip:MovieClip, myLabel:String):void
interval = secs;
myTimer = new Timer(interval*1000,0);
myTimer.addEventListener(TimerEvent.TIMER, goNextFrm);
myTimer.start();
function goNextFrm(evt:TimerEvent):void
myClip.gotoAndStop(myLabel);
myTimer.removeEventListener(TimerEvent.TIMER, goNextFrm);
MovieClip(root).pauseClips(4.5, this);
// function to fade clips
function fadeClips(target_mc:MovieClip, next_mc:MovieClip, from:Number, to:Number):void
var fadeTW:Tween = new Tween(target_mc, "alpha", Strong.easeInOut, from, to, 0.5, true);
fadeTW.addEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
function fadeFinish(evt:TweenEvent):void
next_mc.nextFrame();
fadeTW.removeEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
// function to fade clips with speed
function fadeClipsSpeed(target_mc:MovieClip, next_mc:MovieClip, from:Number, to:Number, speed:int):void
var fadeTW:Tween = new Tween(target_mc, "alpha", Strong.easeInOut, from, to, speed, true);
fadeTW.addEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
function fadeFinish(evt:TweenEvent):void
next_mc.nextFrame();
fadeTW.removeEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
// function to show screen transitions
function screenFx(target_mc:MovieClip, next_mc:MovieClip):void
//var tweenTW:Tween = new Tween(target_mc,"alpha",Strong.easeInOut,0,1,1.2,true);
var tranFx:TransitionManager = new TransitionManager(target_mc);
tranFx.startTransition({type:Iris, direction:Transition.OUT, duration:1.2, easing:Strong.easeOut, startPoint:5, shape:Iris.CIRCLE});
tranFx.addEventListener("allTransitionsOutDone",doneTrans);
function doneTrans(evt:Event):void
next_mc.nextFrame();
tranFx.removeEventListener("allTransitionsOutDone",doneTrans);
// function to show screen transitions inverse
function screenFxInv(target_mc:MovieClip, next_mc:MovieClip):void
var tweenTW:Tween = new Tween(target_mc,"alpha",Strong.easeInOut,0,1,1.2,true);
var tranFx:TransitionManager = new TransitionManager(target_mc);
tranFx.startTransition({type:Iris, direction:Transition.IN, duration:2, easing:Strong.easeOut, startPoint:5, shape:Iris.SQUARE});
tranFx.addEventListener("allTransitionsInDone",doneTrans);
function doneTrans(evt:Event):void
next_mc.nextFrame();
tranFx.removeEventListener("allTransitionsInDone",doneTrans);
// function to zoom in
function zoomFx(target_mc:MovieClip):void
//var tweenTW:Tween = new Tween(target_mc,"alpha",Strong.easeInOut,0,1,1.2,true);
var tranFx:TransitionManager = new TransitionManager(target_mc);
tranFx.startTransition({type:Zoom, direction:Transition.IN, duration:3, easing:Strong.easeOut});
//tranFx.addEventListener("allTransitionsInDone",doneTrans);
/*function doneTrans(evt:Event):void
next_mc.nextFrame();
// Blinds Fx
function wipeFx(target_mc:MovieClip):void
var tranFx:TransitionManager = new TransitionManager(target_mc);
tranFx.startTransition({type:Wipe, direction:Transition.IN, duration:3, easing:Strong.easeOut, startPoint:9});
// Blinds Fx Center
function fadePixelFx(target_mc:MovieClip):void
var tranFx:TransitionManager = new TransitionManager(target_mc);
tranFx.startTransition({type:Fade, direction:Transition.IN, duration:1, easing:Strong.easeOut});
tranFx.startTransition({type:PixelDissolve, direction:Transition.IN, duration:1, easing:Strong.easeOut, xSections:100, ySections:100});This movie is an animated movie from the start to end. I mean to say that though it stops at certain keyframes in the timeline it stops for only a certain time and then moves on to the next animation sequence.
Its not an application where the user can interact.
On clicking the play button i want the movie to play normally as it was playing before. If the user has not clicked on the pause button it would anyhow play from start to finish.
Is there anyway where i could send in the fla file? -
SWF movie export on frame-by-frame basis WITH actionscript
Hi there,
I know they're two ways of exporting flash movies:
Export the whole timeline. This only allows timeline animations and gets messy because you have to cram up everything on the main timeline.
Realtime-Export via Quicktime. This is a "full blown" export, but heavily dependent on CPU power or speed of harddrive, depending on resolution.
I also work a lot with music programs and there is an option called "mixdown". This will render the whole song - as fast as the processor is capable - to a WAV-file. So time doesn't matter anymore, notes don't get skipped, etc.
I would like to see something like this in flash, too. WITH actionscript.
I just want flash to export one frame for each "onEnterFrame" event, NOT when the timer tells you, it's time for a "next frame". So this would mean not to trigger the onEnterEvent when the appropiate time has passed, but to trigger it, when the next frame can be exported.
Libraries like "TweenLite/Max" are capable of doing frame-based animations, independent from the timer, so everything on that end is pretty fine.
Would be so great if that was possible in any way.
Is it already in CS5? Or maybe an option in CS6... argh, so many years to wait...
until then, I have to measure the fps, look out for the lowest number, export at THAT framerate (in most of the cases just 4 or 5 fps, even on a very fast computer - just because 2 or 3 frames happen to render slower than the other 200) and afterwarts set it to 25 again (I use Blender to do this)Greg-
Good Lead - Thanks.
I learned that having skinned components (which this uses)
keeps this preloader from working properly. The results were
unstable. It looks like a great little preloader for other things
though.
I also learned that it's a problem that others have
encountered and that hasnt been solved yet...
...."hello Adobe?"
Thanks again for helping me understand this.
JL -
Button roll-over animation with dynamic text
So I have a button I want to be able to use over and over. When you roll over the button, it does an animation and has a dynamic text box in it. Ovbiously im trying to make each text different for each button. What would be the smartest way to go about this? Thanks,
Dancreate a movieclip, put a stop() in frame one and add your "up" graphics, textfield etc put everything in its own layer. create another keyframe on that timeline and label the frame "over" and add new keyframes only on the layers that will change. ie, if the textfield doesn't change, don't put a keyframe on its layer. likewise, for a "down" frame, if you want one.
use instance names for everything in the movieclip that you want to control with actionscript. ie, your textfield(s) will need instance name(s). i usually use one textfield named tf.
then use:
btn1.tf.text = "test"
btn1.addEventListener(MouseEvent.ROLL_OVER,overF);
btn1.addEventListener(MouseEvent.ROLL_OUT,outF);
btn1.addEventListener(MouseEvent.MOUSE_DOWN,downF);
function overF(e:Event){
// if you have another textfield here assign its text
// likewise for other objects you want to change
e.currentTarget.gotoAndStop("over");
function outF(e:Event){
// if you changed textfields in the other frames, reassign tf.text here
e.currentTarget.gotoAndStop(1);
function downF(e:Event){
// if you have another textfield here assign its text
e.currentTarget.gotoAndStop("down"); -
Randomize a Movie Clip Animation Using Actionscript
I'm new to actionscript.
I've been working on this sort of sunset-like sequence in
Flash. I've created a movie clip of a star that has a sort of
twinkle animation. It consists of 3 layers. What I want to do is
randomize this animation so I can use the symbol spray tool to fill
my sky with twinkling stars. If I just to a "gotoAndPlay" repeat,
they all twinkle at the same time, and this looks pretty stupid.
My limited knowledge and experience with Actionscript tells
me that I need to define the animation as a function and use some
sort of math randomizer to control when it plays?
I have some books on actionscript I'm yet to work through, as
this is sort of a hobby of mine that I'm teaching myself, but I
haven't had the time nor energy to wrap my brain around it yet.
Thanks for any help!Well, I've now decided to only have a few stars twinkling, so
it's no longer going to be that much of an effort to do a couple of
different movie clips that twinkle at different periods of time. I
just had the brilliant idea to do constellations that highlight and
serve as the button navigation for my portfolio website, and I plan
to have it seem like your panning up above the horizon and looking
up into the sky, and having about a hundred twinkling stars moving
and twinkling at the same time would probably prove super taxing on
most computers lol...
I'd still like to hear from anyone who may know how to do
this as it would still come in handy to me. -
Synchronizing a Flash animation with Captivate
Hey,
Does anyone know how to connect, or synchronize, an animation to a Captivate CS5 timeline such that each frame of the animation is tied to a respective frame on the Cp slide? In other words, I want frame 1 of my animation to start on frame 1 of my Cp slide (which it currently doesn't, regardless of where I put it on the Cp timeline), and I would lilke the animation to pause and play according to what the Cp slide is doing.
Here's what I did:
I made a slideshow animation in Flash CS5 that I put in a Cp slide on top of audio. The animation lasts 35.5 seconds, same as the Cp slide.
I put the animation at the beginning of the timeline, told it to play for the 'rest of slide', and checked 'Sychronize with Project' (which does nothing as far as I can tell).
I put a stop (); command at the end of the animation so it doesn't repeat (and that's literally the only code I have in there at this point).
The animation and the Cp project are both at 30 frames per second.
Here's what happens when previewing (F4ing) the project:
When the project gets to that slide, the framework of the slide (audio/click boxes/buttons/etc) runs fine, but when the slide starts, it starts in the middle of the animation. I.e., when the slide starts, frame 1 of the Cp slide plays while frame (say...) 75 of the animation plays.
The animation starts at a different place every time.
Also, when I pause the slide, the animation keeps playing, which makes the problem worse. I would like the animation to pause when the Cp slide is paused.
I know that animations generally act a certain way, but I would like to know if there is a way to change its behavior so that everything works together. Best-case scenario, there is an option somewhere that I'm overlooking, and worst-case, I would imagine that there is some way to write some actionscript into the Flash animation that tells frame 1 to always be attached to Cp's frame 1, and frame 2 to always to attached to Cp's frame 2, etc, with every frame. I'm new with Actionscript, so I don't know how to do that.
Any help would be greatly appreciated.
Thanks.Hi Brian,
After looking at your .fla file for the animation and doing some research, I've found the issue. As Rod Ward correctly points out in this post:
Captivate 5 was a total rewrite from the Captivate 4 software architecture and it introduced a subtle but fundamental change in the way that Flash animations were handled in Captivate published content.
Basically the change means that if your animation was built down a level or two inside a symbol rather than on the main timeline at the top level, then you will find that Captivate 5 or 5.5 loads and executes the animation on the first slide of the movie. This means that by the time you get to the actual slide where you WANTED the animation to perform it's magic, it's already run and finished.
In Captivate 4 this did not happen. The animation was not really loaded until later in the movie timeline so as to be ready for the slide where it was required. It didn't matter if the animation was buried inside a symbol or not.
You have two choices:
Revamp your animation so that it all happens on the main timeline in the Flash FLA file that generates it.
Get your Flash programmer to add some ActionScript code to the animation so that it does NOT play completely when first loaded at the beginning of the project at runtime.
Looking at your .fla file, I noticed you had a MovieClip/Symbol called "Animations" that contained the time line but the main .fla movie's time line was pretty much empty. Following the logic of option 1, I moved all the layers from the "Animations" time line to the .fla movie root time line and that fixed it. In Captivate, I also checked "Synchronize with Project" for the animation's properties and the animation did in fact pause and play when I paused and played the Cp movie.
So bottom line is to make sure that you're using the main time line for any animation you're developing in Flash Professional.
Hope that helps,
Jim Leichliter -
I need help with animation with progress bar.
Hi,
I need some help with creating something similar to this site (window opening animation with scrub bar):
http://www.drutex.pl/pl/oferta/okna/okna-pvc/okna-pvc-iglo-5.html
I'm kinda new to flash and all so some tutorials for such thing would be helpful.
Thanks in advance
OscarWhat this will involve is a movieclip/timeline containing images showing the sequence of the motion (like the frames of a movie film) and a Slider component that changes the frame of that movieclip/timeline based on its position.
Here is a link to an Actionscript 3 sample file that demonstrates a Slider providing the control of the timeline...
http://www.nedwebs.com/Flash/AS3_Slider.fla
You could edit the looks of the Slider component if you like by doubleclicking it and the inner parts you want to modify, or you could create one of your own if you have enough know-how to code it to work. -
Can't access object using "id" or "name" if created with actionscript
How can you register an instance of an object with actionscript so that it's id or name value is accessible?
I included a simple example where a Button is created using mxml and in the same way it is created using actionscript. The actionscript object is inaccessible using it's "id" and "name" property.
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600"
creationComplete="application1_creationCompleteHandler(event)">
<fx:Script>
<![CDATA[
import mx.events.FlexEvent;
protected function application1_creationCompleteHandler(event:FlexEvent):void
import spark.components.Button;
var asBtn:Button = new Button();
asBtn.label = "actionscript";
asBtn.x = 200;
asBtn.id = "asButton";
asBtn.name = "asButtonName";
addElement(asBtn);
trace("mxmlButton="+this["mxmlButton"].label); // returns: mxml label
//trace("mxmlButton="+this["asButton"].label); // returns runtime error: ReferenceError: Error #1069: Property asButton not found on TestId and there is no default value.
//trace("mxmlButton="+this["asButtonName"].label); // returns runtime error: ReferenceError: Error #1069: Property asButtonName not found on TestId and there is no default value.
]]>
</fx:Script>
<s:Button
id="mxmlButton"
label="mxml label"
alpha="0.8"/>
</s:Application>Hi Dan,
It is a very rare occurrence when I miss not being able to access an object (object property, really) using the ["name"] notation for objects created using actionscript.
In MXML the compiler is conveniently adding an attribute to the class with the same name as the id, so you can conveniently refer to it using the [] notation. While we explicitly specify an application container to use, the MXML compiler creates a custom container which is a derivative of the base container and to that it adds properties for the children declared in MXML. I guess it also effectively calls "addElement" for us when the container is being constructed.
Your example assumes that using "addElement" to add the button to the application container is the same as declaring a variable (ie property ). It isn't, so there's no point in looking for an property of the name "as3Button" using the [] notation, because it doesn't exist. The container is managing a collection of children in it's display list and that's not the same as being accessible as properties of the container.
Generally speaking, accessing properties using the ["name"] syntax isn't necessary.
Paul
[edit: you may wonder why "addElement" doesn't conveniently also add the "id" attribute to be an property of the container class. Unfortunately, it can't because the container class would need to be dynamic and it's not. A further complication would be that adding properties at runtime would invite naming clashes at runtime with associated mayhem. MXML can do this because the compiler generates the class and can trap name duplication at compile time.
Great question, BTW.
-last edit changed my "attributes" to be "properties" in line with Adobe's terminology] -
IIS Reverse Proxy with URL rewrite.
Hi all, hoping to leverage the wealth of knowledge contained here.
Any assistance would be very welcome.
I'm having an issue getting a reverse proxy and URL rewrite working in IIS 7.0.
I need to redirect all requests with a specific virtual directory suffix only.
ie; https://domain.test.com/outbound/Content/query_etc
With /Outbound/ being the trigger.
This should be redirected to http://10.10.10.10/inbound/Content/query_etc
While at the same time, requests without the /outbound/ suffix should be handled locally.
I have configured the reverse proxy as described in a few articles, and have had no luck.
Here's a snippet from my (sanitized) web.config at the site level.
<rewrite>
<outboundRules>
<rule name="ReverseProxyOutboundRule1" preCondition="ResponseIsHtml1">
<match filterByTags="A" pattern="^http(s)?://10.10.10.10/inbound/(.*)" />
<action type="Rewrite" value="https://domain.test.com/outbound/{R:2}" />
</rule>
<preConditions>
<preCondition name="ResponseIsHtml1">
<add input="{RESPONSE_CONTENT_TYPE}" pattern="^text/html" />
</preCondition>
</preConditions>
</outboundRules>
<rules>
<rule name="ReverseProxyInboundRule1" stopProcessing="true">
<match url="^outbound/(.*)" />
<action type="Rewrite" url="http://10.10.10.10/inbound/{R:1}" appendQueryString="true" logRewrittenUrl="false" />
</rule>
</rules>
</rewrite>
To me, this looks correct, yet it doesn't work.
With this, I get the normal 404 - Error Code 0x80070002, with the text indicating the local directory doesn't exist, so.... not being picked up by the filter for redirection.Hi Andrew,
Looking at your requirements it appears you need Reverse Proxy To Another Site/Server.
By using URL Rewrite Module together with
Application Request Routing module you can have IIS 7 act as a
reverse proxy.
It seems like URL Rewrite can't re-route the request somewhere else out of the server.
Even when you rewrite the url the actual connection remains with the server. Hence if your original server doesn't have /inbound/Content/query_etc it will fail with 404.
Hosting multiple domain names under a single account using URL Rewrite.
It’s a common desire to have a single IIS website that handles multiple sites with different domain names.
References:
How to create a url alias using IIS URL Rewrite:
http://blogs.technet.com/b/mspfe/archive/2013/11/27/how-to-create-a-url-alias-using-iis-url-rewrite.aspx
Reverse Proxy with URL Rewrite v2 and Application Request Routing:
http://www.iis.net/learn/extensions/url-rewrite-module/reverse-proxy-with-url-rewrite-v2-and-application-request-routing
Regards,
Satyajit
Please“Vote As Helpful”
if you find my contribution useful or “MarkAs Answer” if it does answer your question. That will encourage me - and others - to take time out to help you. -
Creating animations with transparent backgrounds?
I'm running into some problems when using After Effects to create animations with transparent backgrounds for Keynote...
I use animated gifs and short quicktime movies with uniform backgrounds as source files, use color keying to take out the backgrounds, preview them to see if they look OK, render the results as RGB+alpha, and... they don't show up as transparent in Keynote. They work in Powerpoint, however. I've tried outputting as .mov, as .gif, as premultiplied vs straight alpha... no joy. Can someone explain (or point me to an explanation) of how Keynote differs from other programs in its handling of transparency? What am I missing?Using a TYPE_INT_ARGB BufferedImage worked beautifully. I had played around with Image for hours, but it never occurred to me that BufferedImage would be needed. :)
many, many thanks,
Steven -
Hey everyoe,
I'm a Graphic Designer and Animator with a Mid 2012 15" MBP. My programs get REALLY SLOW, ToonBoom Harmony and Sometimes Illustrator, HELP! I upgraded my Ram to 16GB LONG time ago and it's made a big difference but still the stuff I make is semi complicated/detailed I can't imagine this is the strength of my MBP I refuse to accept that. WIth that said HELP ME PLZ!!! I have deadlines and I dont know what else to do! Steve Jobs my life is your hands right now man...Maz0327,
if you boot into Safe mode, log in, and run your graphic design and animation apps, do they run just as slowly then? -
How can I use LCCS with ActionScript 3 and Flash CS4?
Hi,
Using Stratus I was able to create an an application using Action Script 3 and Flash CS4. The sample code on the Adobe site was quite straight forward and easy to understand. I now want to switch over to LCCS but can't find anything any where on how to use Action Script 3 and Flash CS4 with LCCS. Do I need to know Flex to be able to use LCCS? Everything was quite simple and easy to understand with Stratus and makes complete sense. But LCCS is really confusing. Is there any sample code on how to establish a connection in Action Script 3 and then stream from a webcam to a client. There is nothing in the LCCS SDK that covers Flash and Action Script 3. Please help! I found the link below on some forum but it takes me nowhere.
http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?forumid=72&catid=75 9&threadid=1407833&enterthread=yThanks Arun!
Date: Thu, 29 Apr 2010 11:44:10 -0600
From: [email protected]
To: [email protected]
Subject: How can I use LCCS with ActionScript 3 and Flash CS4?
Hi,
Welcome to the LCCS world.
Please refer to the SDK's sampleApps folder. There would be an app called FlashUserList. The app demonstrates how LCCS can be used with Flash CS4. Its a pretty basic app, but should help you moving.
We are trying to improve our efforts to help developers in understanding our samples. Please do let us know if we can add something that would help others.
Thanks
Arun
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