Smooth tweening?
First of all, i'd like to apologise for my stupid nickname.
It seemed every nick was already taken (even some that i'm pretty
sure nobody used) and i got a bit frustrated and just pushed some
keys at random and of course... That name was available. I don't
know how to change it so now i'll probably always be known as
"dafgsdggggg". :)
Anyway, my question is about tweens. Smooth tweens.
When i create a timelinebased motion tween i usually crank up
the framerate to 30 so it'll run smoothly, i also enable "runtime
bitmap caching" and this is many times more than enough. However,
if i'd like to make a "discreet" movement where the object almost
"hovers" in place, my animations get very "jagged" and are very
unpleasing to the eye. This example here with the red letters is
exactly what i'm after and now i'd like to ask for directions how
to approach the problem.
The top-banner:
http://www.adobemagazine.com/
Are these actionscript tweens?
At the end of everything, simply fade in to the first image,
then loop... or at the beginning, have it fade in.
Similar Messages
-
I have five images in a row on my site and every now and then
when I roll mouse over one up comes the other and then I try to
close one and the other is jittering. Why?
I created a movie clip for each image and also a movie clip
within each movie clip.
I did a motion tween on first frame for each and the tween
goes to frame 8. I also put '8' in the ease box.
I placed a -- stop(); -- on frame one and frame two. The
transition is from small to large. On the scene, I wrote:
on (rollOver) {
this.gotoAndPlay(2);
this.swapDepths(1);
on (rollOut) {
this.gotoAndPlay(8);
Why are images jittering every now and then. Perhaps the ease
is too high. It is on 8. Not sure. Please advise. Thanks.
[email protected]Thanks for your reply. I have solved the situation.
on (rollover) {
this.gotoAndPlay(2);
this.swapDepths(1);
on (rollOut) {
this.gotoAndPlay(1);
All I had to do was put a (1) after "this.gotoAndPlay(1);"
That was on the last frame before, reason for the flickering
and the overlapping of images/running at same time.
They run perfect now!!!!!! One runs and closes when mouse is
off/onto next image. Perfect. -
Sick of my tweens not being smooth. What is the secret?
I am not understanding why a simple alpha tween is staggering
my processor every time and just making the tween seem slow and not
smooth.
I basically have a black movie clip that covers my screen,
and i want it to fade up. I've tried using mctween for this and on
the timeline, and it doesn't seem to make a difference.
the fact that it's large shouldn't really matter, cause it's
all vector.
i feel like on some high end flash sites, i see really nice,
smooth tweens all the time. But why is it that mine seem so far
away from that?
I've looked at cacheasbitmap, but is that the answer? My
frame rate is 30...and I don't have all sorts of animation at the
same time.
What are the tricks to get just really smooth tweens?
Thanks.what if you just use a plain vanilla tween:
import mx.transitions.Tween;
var myTween:Tween = new Tween(mc, "_alpha",
mx.transitions.easing.None.easeNone, 100, 0, 1, true); -
Hi.
I've created a Flaash introduction which can be seen here:
www.spectrumdentech.com
I uses frame by frame layout to create this effect, although
tedious, it works however I have a choppy look.
How can I create a smooth tween where the S & D will
follow their own path creating a better look and feel?
Please help.
Thank youHi,
You ahve not really given much enough information about what
you are trying to achieve but I did notice at least one error.
(_root.car_mc-------->> ,
<<-------hitTest(_root.glow_mc)) that should be a fullstop
and not a comma.
(_root.car_mc.hitTest(_root.glow_mc))
I hope that helps in some way.
It might be an idea to put more info up as so a better
picture can be drawn of your problem. -
Hello all
I have been developing a game using flash CS3. It involves a
variety of objects, movieclips, buttons and motion tweens and a
whole bunch of actionscript. The development has been coming along
very nicely and I havent been experiencing many problems, until
now. I was close to finishing the game (with everything running
smoothly) and suddenly, the motion tweens on certain objects have
become broken. instead of smoothly tweening the object flickers
from on position to the next.
This all happened after absolutely no changes had been made
to the game source (.fla) file. What is strange is that even my
previous versions of the game (dating weeks prior to this point) ar
now experiencing the same flickering on motion tweens as in the
current version.
So, I have come to the conclusion that this is the result of
perhaps a corrupt flash settings file. When I log off my PC (with
windows XP Pro)and log back in to the same machine as a different
user, the problem was solved!! horray.... that only lasted for a
day though. Soon the same problem began again under the different
user.
Can anyone help me out?
Thanks for the help,
CodieMy suggestion is to make sure you are using the current
version of Flash Player. If that doesn't work, try finding a legacy
version fo the Flash Player (since it used to work). If the legacy
version solves the issue, contact Adobe and submit a bug.
Personally I've never had such an issue. It is possible to delete
your preferences. If I remember right, they are located in both
your registry and on your hard drive. I don't recall where to find
the things you need to delete, and I remember I had a hard time
finding that information. Sorry I can't be more help. -
Best practice for speeding up animation...
Hi,
What would be best practice for speeding up an animation? - Increase the frame rate, or is that considered cheating (already set to 25)?
The alternative would be to manually adjust the length of the tweens on each layer.
~ Let me know what you'd do.
Thanks!Keep the frame rate as low as possible to create acceptable smooth tween and adjust the length (amount of frames) of the tween on the timeline. By keeping frame rate low you are reducing the amount of code execution per unit time (i.e. 24 FPS or 0.04167 seconds per frame)
-
Hi,
I have created a portfolio with flash using action script 2. But when I click on the button going to the portfolio Scene (containing pictures and tweens) it stutters on all the images when they are first clicked on. As the image increases in size, it is a smooth tween until the one from last frame which it stops then flashes on to the final frame.
Is there a way I can preload all the images so that this will not happen? Or anything else I could do?
Many thanks,you can preload your images. i'm not sure that will fix the problem but you should be able to determine if it will by testing locally where loading is rapid and you see, at most, only a momentary intial delay.
-
Hi,
I have been playing around with the iPhone packager on my iPad and must say I was rather impressed, considering that reading this forum left me expecting much worse results.
Two quickly shot rather dark movies (apologies for that) of some AS testprojects converted to the iPad:
http://vimeo.com/channels/170444
The most important lessons learned:
1) Large bitmaps should not be bitmapcached & work best using CPU
2) small bitmaps are rendered fastest bitmapcached & work best using GPU
3) use TweenLite, as it is very efficient.
4) precache (!!!) large bitmaps, for smooth tweens.
5) 640x360 video works fine - do not cache video (bufferTime=0)
Looking forward to test the extended iOS possibilities of the AIR 2.6 SDK soon!
Robin van EmdenTweener code is just default TweenLite tweening of the bitmaps.
Precaching: copying bitmaps using bitmapData.copyPixels onto themselves. -
hello everyone,
I've been working with Flex 3 for over a year and really want
to get into customizing components the best way possible, so i've
been digging into the classes. my first task is to create a smooth
tween when scrolling a List component instead of the default
"jumping" motion. So i decided to extend the list and do some
function overriding:
override protected function moveRowVertically(i:int,
numCols:int, moveBlockDistance:Number):void
var r:IListItemRenderer;
trace(String(listItems
[j]));
for (var j:int = 0; j < numCols; j++)
r = listItems[j];
prev_y
= r.y + moveBlockDistance;
//trace(r.y +" "+(r.y+ moveBlockDistance)+" "+prev_y);
TweenMax.to(r,0.5,{y:(r.y +
moveBlockDistance),ease:Sine.easeOut});
//r.move(r.x, r.y + moveBlockDistance);
rowInfo
.y += moveBlockDistance;
I've found moveRowVertically to be the method that actually
does the vertical row movement (called from the scrollVertically
method in the ListBase class). As you can see, i've added the
TweenMax where the object's move method was. This works
normally when the tween time is set to 0 sec, the List scroll
effect is the same as the stock component. But when TweenMax.to is
changed to 0.5 sec, the animation behaves strangely. I believe this
is partly because when a new object appears in the list it is
immediately added to the list, so the method that controls the
addChild needs to have the TweenMax animation also applied to. But
also, there is another problem, when you click the scroll arrow
before the TweenMax animation is complete, this function uses the
current y poisition (in the middle of the animation) as opposed to
the end y position- when the animation is complete. This is why the
TweenMax positions the items correctly when the TweenMax duration
is set to 0.
I
have an example here.
When you click the scroll arrow and wait for the animation to
complete, it works as the code expects. But when you click too fast
or scroll the scrollbar thumb, you can see the unexpected behavior.
SO what I believe needs to be added to the code is an array
that stores the end y coordinate and have the class use that
instead of the current y coordinate. I believe the best way to do
this is to store the end y coordinate in the listItems
[j] array so that i could call: TweenMax.to(r.end_y +
moveBlockDistance),ease:Sine.easeOut}); and all would be fine (for
the objects in the display, hopefully). But i cannot find the
original as file where the listItems property is (aka:
listContent.listItems as defined in the listItems get and set
methods in ListBase.as). Here i could extend this and define a
custom property. But a more important question is this: is it
possible to define a custom property on the fly, so i wouldn't have
to extend the listContent object (therefore, extending ListBase,
then List... on down the line)?
thank you all for your help!Ok I found out that it works fine in IE but not in FirefoX
HOWEVER it does work fine in Firefox from another computer! I tried
clearing out the cache but NOTHING...chan ANYONE PLEASE HELP
ME??? -
I'm trying to achieve the same navigation rollover effect
that is seen here:
http://www.savageconstruction.com/
I have gotten this far:
http://accent-mg.com/index.swf
So you see I have the "over" state to move the word up and
the line comes out, but how do you have the line go in and the word
move down when the mouse leaves the "over" state? And it seems
their line "bounces" slightly when it expands entirely, how do I do
that?
thanks in advance,
-bBrhaynes75 wrote:
> I'm trying to achieve the same navigation rollover
effect that is seen here:
>
>
http://www.savageconstruction.com/
>
> I have gotten this far:
>
>
http://accent-mg.com/index.swf
>
> So you see I have the "over" state to move the word up
and the line comes out,
> but how do you have the line go in and the word move
down when the mouse leaves
> the "over" state? And it seems their line "bounces"
slightly when it expands
If you want it like the site you refer to, you can't keep it
within button itself
because button resets as soon as you move your pointer off
the Hot Spot (hit area)
of the button.
That's the nature of the button, beyond our control.
You need to place the animation in movie clip and simply play
it on roll over.
You could place button inside of that movie clip to trigger
it or you could use button
handler directly on the movie clip so it will work as MC but
behave like button.
You could as well use some loop to assure smooth return of
tween as soon as user moves
off the button/movie clip.
Let me explain on simple example.
Make a movie clip and inside of that clip:
frame 1 stop(); action to prevent it from running
frame 2, animation of the text going up and the line growing.
frame (example) 30 end of the animation
NOTE ! this is only ONE way animation. No tweening it back to
normal onrollout.
Will explain in a moment why.
Now, get out of the movie clip timeline, select the movie
clip and hit CTRL F3 to open
the properties panel. Give it instance name "button1".
We will use button handler to control the clip and a enter
frame loop to make the tween
to run on roll over and reverse on roll out. Using that
method instead of making animation
in and out allow us to keep smooth tween in case if the user
move off the button quickly
before the animation completed. It will make it play reverse
from the exact frame the user
left it off.
So, after you gave it instance name, on main timeline place
the following action:
button1.onEnterFrame = function() {
(fade) ? button1.nextFrame() : button1.prevFrame();
button1.onRollOver=function(){_root.fade = true;}
button1.onRollOut=function(){_root.fade = false;}
I do understand that it might sound easier to me knowing in
my head how exactly I would
go about it and not as easy to materialize, so I made up a
simple example for you to
check:
http://flashfugitive.com/stuff/roll_over_out.swf
d/l
http://flashfugitive.com/stuff/roll_over_out.fla
Best Regards
Urami
!!!!!!! Merry Christmas !!!!!!!
Happy New Year
<urami>
If you want to mail me - DO NOT LAUGH AT MY ADDRESS
</urami> -
Some of my rotation animation is stepping at about one degree increments instead of tweening smoothly. I'm using classic tweening. I see that if I select the whole interval and use F6 to convert every tween frame to a key and then select the object at the different frames, that I see under transform that the skew values are changes from frame to frame aroung that same one degree range. Is there a solution to this?
Some of my rotation animation is stepping at about one degree increments instead of tweening smoothly. I'm using classic tweening. I see that if I select the whole interval and use F6 to convert every tween frame to a key and then select the object at the different frames, that I see under transform that the skew values are changes from frame to frame aroung that same one degree range. Is there a solution to this?
-
Motion tween not quite smooth?
http://www.pauljohngroup.com/new/group.php
Above is a flash image slideshow i've created, I ramped up
the FPS to 24ish in an effort to make the tween smooth.
Is it more or does the movement seem a bit juddery and rough?
Is this my imagination or is it not as smooth as it could be?
Thanks for your time.Hi,
Please try this ... go to library and check the property of
all the images ... there must be an option of smooth ... choose
that option so that rotation can be smooth ... let me know if this
works.
Thanks
Mohan -
Tweening using AS3 - Not Smooth
Hi, im trying to develop a simple web gallery.
When the user scroll his mouse to the left side of the image the leftArrow will appear to allow him to move back
and same goes for the right arrow. Im using AS3 tweening using the tween class but the animation is really not smooth.
I saw this effect on a different website and the side arrows just pops out and a such a smooth way but i cant get it to work.
Any one can tell me why ?
Attahced i the .SWF file.
ThanksSorry ! just had to change the frames per sec !!
-
Hi,
I'm creating this flash dynamic gallery,
can you check this and tell me how can i smooth this
tweenings,
sometimes its not smooth,
http://www.freative.com/test/gallery/slow your easing.
-
Greetings all,
I've been a software developer for many years, but am not very savy in the design elements. So, much of what I'm going to say will probably sound "newbie", so please forgive me in advance.
So, I'm trying to get a transparent image to fly in from the side. So, I *thought* I was doing the correct thing by moving the "symbol" off of the visible portion of the stage, and creating a motion tween to move it onto the stage. The motion works, but the quality of the image in general (and the text in specific) looks pixelated.
Thus, I did a little bit of snooping, and everyone said that you should start with a bitmap. So I saved the image from Photoshop into .bmp format, and was able to set the properties to "allow smoothing" and with lossless compression. So far, so good. Now, as I expected, the transparency is no longer there...
So here's the question: how can I make this image retain its quality, still have transparency, and a motion tween?
It seems like this is some set of characteristics that don't play well together, even though I see this type of thing online ALL the time.
I tried "Trace Bitmap" to convert to a raster image, and tried to follow some suggestions online, but when I do "Trace Bitmap", it ends up looking like it has a bunch of grayish dots on the image... definitely NOT what I was expecting.
Thanks for your help!
JPBGo back to using the png, and set the smoothing allowance. That should take care of the quality. In Flash, a "bitmap" will often refer to any type of image element... .bmp's are probably dinosaurs (as in extinct) where Flash usage is concerned.
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