Tracking Progress of movie clip

I have a movie clip playing on the main timeline. I want to
begin playing a second movie clip when the first one is complete.
The trick is, I only want to do this using actionscript in the root
timeline, NOT the first movie clip's timeline.
Any suggestions?

start a loop that continually compares your movieclip's
_currentframe against its _totalframes.

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    The entire .fla animation consists of nothing but two really long movie clips. Which are placed on frames 1 and 2 of the main timeline. Now for reasons that are too deep for me to go into explaination about my boss is telling me that I have to have everything main timeline -no movie clips. I've tried copypasting all of the frames but they all paste wayyy to large on the main timeline and they wind up in different places on the stage.
    How can I move all of the frames from my two movie clips onto the main timeline without everything breaking? Better yet - is there any way to just convert a movie clip into an .fla?

    you're on the right track.  note the x,y of your movieclip in frame 1.  create a new layer and paste all the frame 1 movieclip's frames into that new layer.  click the edit multiple frames icon below your timeline.  select all the frames, click an on-stage object.  in the properties panel, change the x,y of the all the selected objects to the previously noted values

  • (bug?)Movie clip contains an object with a z value will not edit the object in place, it goes into a seperate window.

    When a movie clip contains an object with a z value, I can not edit the object in place, it goes into a seperate window.
    This changes the vanishing point relative to the movieclip instead of the stage (allong with everything else).
    This makes it very hard to keep track of where the movieclips will end up when actualy playing the animation.

    I should have explained my situation a little better. I have a machine that's made up of a number of parts, some of them are fairly large and some are quite small. When a user clicks on a part, I want to center that part on the screen and then move whole machine toward the screen until the selected part either fills the screen (for the larger parts) or the part bumps up against the front clip plane (for the smaller parts).
    I didn't think of checking for a collision with the ViewPlatform's TG, thanks for mentioning that. I wasn't sure how the ViewPlatform's location relates to the clipping plane, but I'll dig into it. I'm still learning how the ViewingPlatform, the image plate, and the clipping planes all relate to each other.

  • Save movie  Clip in frame as jpeg

    We Are Developing A web Application as the following :
    the Client Can select A template then Write words on over it
    and Save the Template as Jpeg format ,we did the first part ,how we
    can save the movie Clip as JPEG format ,I looked in the Bitmap
    class and i did not found any Solution,also I used the PHP to send
    Data to It From Flash but it is very Slow Proccess is there any way
    to do this from Flash

    this my Code i olny load image in a movieClip and I changed
    the width and height of the movie
    myimage= movieClip
    import flash.display.BitmapData;
    import com.quasimondo.display.BitmapExporter;
    myimage.loadMovie("1.jpg") ;
    var snapshot:BitmapData = new BitmapData(500,400,false);
    // You will have to change the gatewayURL to your server
    // except if you are testing this locally:
    BitmapExporter.gatewayURL = "
    http://www.7everyweek.com/BitmapExporter.php";
    // It is a good idea to listen to the various events that
    // BitmapExporter provides:
    BitmapExporter.addEventListener( "progress", this);
    BitmapExporter.addEventListener( "status", this);
    BitmapExporter.addEventListener( "error", this);
    //BitmapExporter.addEventListener( "complete", this);
    function save():Void
    // Check if there is still an export going on:
    if (BitmapExporter.getStatus() == "idle") {
    // update the bitmap with the latest camera image:
    snapshot.draw(myimage);
    progress_back._visible = progressbar._visible=true;
    // this is only to compare the different speeds
    timer = getTimer();
    onEnterFrame = updateTimer;
    // Since the webcam image is very small we can get away with
    turboscan here:
    BitmapExporter.saveBitmap(snapshot, "testsnapshot.jpg",
    "turboscan", 0 );
    // Usually it is receommended to use one of the other modes:
    // BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
    "fastscan", 0, 70);
    // BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
    "default", 0, 70);
    // BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
    "palette", 0, 70);
    // BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
    "rgb_rle", 0, 70);
    function updateTimer(){
    time.text = getTimer() - timer;
    function progress(evt:Object):Void {
    progressbar.setProgress(evt.current, evt.total);
    progressbar.label = evt.message+" (%3%%)";
    function error(evt:Object):Void {
    errormsg.text += evt.message+"\n";
    delete onEnterFrame;
    trace( evt.message )
    function status(evt:Object):Void {
    trace( evt.status );
    switch (evt.status) {
    case "contacting server" :
    save_btn._visible = false;
    save_btn.enabled = false;
    cancel_btn._visible = true;
    cancel_btn.enabled = true;
    break;
    case "idle" :
    progress_back._visible = progressbar._visible=false;
    save_btn.enabled = true;
    save_btn._visible = true;
    //cancel_btn.enabled = false;
    cancel_btn._visible = false;
    onEnterFrame = null;
    break;
    case "retrieving":
    onEnterFrame = null;
    break;
    save_btn.onPress = function() {
    this._parent.save();
    progress_back._visible = progressbar._visible=false;
    //cancel_btn._visible = false;
    //save_btn._visible = true;
    progressbar.minimum = 0;
    //cancel_btn.enabled = false;
    var timer:Number
    var errormsg:TextField;
    ////////////////

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