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Re: OT: Update to Flash Professional CC - November 2013


Continue On Timeline after Movie Clip Ends

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Hello:

 

So far, so good. But I need the timeline to continue playing after my MC ends.

 

Right now on frame #45 of my timeline I have this script on my scripts layer:

 

 

/* Stop at This Frame

The Flash timeline will stop/pause at the frame where you insert this code.

Can also be used to stop/pause the timeline of movieclips.

*/

 

stop();

 

 

/* Play a Movie Clip

Plays the specified movie clip on stage.

 

Instructions:

1. Use this code for movie clips that are currently stopped.

*/

 

Video.play();

 

Everything up to that point works fine, but after the MC (fl.video.FLVPlayback) ends, it doesn't continue down the timeline to the end.

 

Any help, please?

 

Thanks so much.

Re: Continue On Timeline after Movie Clip Ends

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use:

 

 

 

 

/* Stop at This Frame

The Flash timeline will stop/pause at the frame where you insert this code.

Can also be used to stop/pause the timeline of movieclips.

*/

 

stop();

 

 

/* Play a Movie Clip

Plays the specified movie clip on stage.

 

Instructions:

1. Use this code for movie clips that are currently stopped.

*/

 

Video.play();

 

Video.addEventListener(Event.COMPLETE,completeF);
function completeF(e:Event):void{
play();
}

Re: Continue On Timeline after Movie Clip Ends

Re: Project panel deprecated.

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Great news! The Author-time Sharing of assets is a great feature. The Project Panel is simple, but I also think it's a good tool to have within the authoring environment, as it eliminates flipping back and forth between apps, and integrates the Author-time asset sharing feature pretty well. Hope it sticks around.

Re: Flash Professional CC Update

Is this a bug?

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Personally I think this is a bug, but maybe there is some logic to why it happens?

 

Make a new FLA file,

Draw something simple on stage and make it a movieclip.

Give it the instance name bug.

 

Make your stage timeline 10 or so frames long

 

In the first keyframe just stick in this code :-

bug.x=Math.random()*550

bug.y=Math.random()*400

addChild(bug)

 

 

If you don't include the last line 'addChild(bug)', everything is fine.

 

If you do include it, each time the timeline loops, a new instance of 'bug' is created and positioned, meaning ultmately you get loads of bugs.

 

This just seems very norty to me.

 

Admittedly having a need where you need to 'addChild' something that is manually placed on stage could also be considered very norty.

 

David

Re: Is this a bug?

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i don't know if that's a bug or a quirk or whatever but it's something that's well-known since flash cs3 when as3 was introduced.


Re: Problem with Lag! Possibly DisplayList or BitmapData issue??....Help!

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Hi Sinious,

 

Thanks very much for replying to my post. After your reply you got me thinking and I tried your set.visible and that didn't work................but, it got me looking in the right place, plus your mention of memory............................... I wasn't killing my tweens, so they were building up, all works fine and dandy now!! I've posted the code below for your reference.

 

Again, thanks very much Sinious for your time and effort.

 

Regards,

Aled Lloyd, thinkplay.tv

 

if (globalsingle_OSPlatform.OSDesktop == true)

{

     pageOutTween = new Tween(page, "x", Regular.easeInOut, page.x, positionXOut, transitionTime, true);

     pageOutAlphaTween = new Tween(page, "alpha", Regular.easeInOut, 1.0, 0.0, transitionTimeAlpha, true);

 

     pageOutTween.addEventListener(TweenEvent.MOTION_FINISH, pageOutTweenMOTION_FINISH);

     pageOutAlphaTween.addEventListener(TweenEvent.MOTION_FINISH, pageOutAlphaTweenMOTION_FINISH);

 

 

     //TURNS OFF ALPHA AFTER OUT MOTION FINISHED

     function pageOutAlphaTweenMOTION_FINISH(e:TweenEvent):void {

          pageOutAlphaTween.removeEventListener(TweenEvent.MOTION_FINISH, pageOutAlphaTweenMOTION_FINISH);

          //page.alpha = 0.0;

          page.visible = false;

          pageOutAlphaTween.stop();// ADDED THESE LINES AND IT NOW WORKS FINE

     }

 

     function pageOutTweenMOTION_FINISH(e:TweenEvent):void {

          pageOutTween.removeEventListener(TweenEvent.MOTION_FINISH, pageOutTweenMOTION_FINISH);

          pageOutTween.stop();// ADDED THESE LINES AND IT NOW WORKS FINE

 

     }

}

Re: Problem with Lag! Possibly DisplayList or BitmapData issue??....Help!

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Devices are just so subject to the typical Flash developer nature, excellent garbage collection and gobs of memory and CPU on the desktop.

 

If you're not re-using those tweens make sure you null them out of existience as well. Feel free to throw in a System.gc() every now and then for the Android version to request Garbage Collection. It doesn't always do it immediately but it gives it a wink and a shove.

 

Lastly try keeping your event listeners to weak references unless you explicitly remove them. My own philosophy is "everything I do, I must undo" when it comes to mobile. So if you do this:

 

pageOutTween.addEventListener(TweenEvent.MOTION_FINISH, pageOutTweenMOTION_FINISH);

 

Then you should remove that listener after you're done with it or it will be a valid reference count, causing it not to be collected as garbage. To get around that you can just weak reference it so it doesn't consider the listener a reference if there are no other references to the object:

 

pageOutTween.addEventListener(TweenEvent.MOTION_FINISH, pageOutTweenMOTION_FINISH, false, 0, true);

 

You're welcome and good luck!

Re: OT: Update to Flash Professional CC - November 2013

Re: Is this a bug?

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Timeline objects are treated special. Just try to change a property like .name from AS3 and you'll see that. Dynamically created elements are different however.

 

While I consider it a bug because of the documentation, the behavior is a bit expected to me. Objects have default constructors generated for them if you do not supply one. The IDE is providing that behind the scenes to generate the object on the Timeline. When you addChild, it appears that constructor is run over and over, regenerating the same object.

 

If you stay off the special Timeline objects and generate the object yourself (give a symbol a linkage or make your own, instantiate that object yourself initially) it will behave as the documentation dictates:

 

If you add a child object that already has a different display object container as a parent, the object is removed from the child list of the other display object container.

 

You can see that by a simple script in a 2-frame document:

 

if (alreadyRun)

{

          myclip.x = Math.random()*stage.stageWidth;

          myclip.y = Math.random()*stage.stageHeight;

          addChild(myclip);

}

else

{

          var alreadyRun:Boolean = true;

 

          var myclip:Sprite = new Sprite();

          myclip.graphics.beginFill(0xFF0000,1);

          myclip.graphics.drawRect(0,0,20,20);

          myclip.graphics.endFill();

 

          myclip.x = Math.random()*stage.stageWidth;

          myclip.y = Math.random()*stage.stageHeight;

 

          addChild(myclip);

}

 

Timeline objects are a bit too magical..

Re: Continue On Timeline after Movie Clip Ends

Re: Can Flash Pro CC publish to flash player 9??

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kglad you just saved my bacon. a HUGE thanks for the info, much appreciated (i was beginning to panic a little bit then saw your post and all is good now!)

 

Exporting Movie with Blend Modes

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I'm sure there must be a simple answer for this.

 

I've created a Flash (CS6) animation with movie clips that use blend modes, but when I export the movie (swf or quicktime), the blend modes have been ignored. How do I export the movie with blend modes intact?

 

My internet searches have yielded no relevant information on this problem. Perhaps I am not using the correct terminology. Feel free to direct me to a previous post.

 

My apologies!


Re: seamlessly looping FLVPlayback video no longer seamlessly looping

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Thanks Robin,

I've implemented the same, and although it's still pausing for a moment (maybe 1/3 sec.), it's at least not blinking off momentarily as it did with FLV Playback.

 

(2.5 mb, flv with alpha channel "falling snow" loop)

Re: CS6 Update 2 - iOS Simulator Support - UIKit not Found - OSX Lion

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The path is a little bit different now:

 

/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator6.1.sdk

 

Using this path in File/Settings AIR for IOS works fine. Your project gets compiled and installed on iOS Simulator.

After that you only need to start your freshly installed app in simulator!

Re: Instance name

Re: OT: Update to Flash Professional CC - November 2013

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Hi,

While we are looking at this issue, could you please try updating Flash CC via Help>Updates...and see it that update works for you?

 

Thanks!
Mohan

Re: OT: Update to Flash Professional CC - November 2013

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Hi,

Could you please follow the steps posted at http://helpx.adobe.com/creative-suite/kb/error-u44m1i210-installing-up dates-ccm.html and see it that helps resolve your issue?

 

If the above post doesn’t help you then please try one of the following

1. Update via Help>Updates... OR

2. Download the standalone updater[Flash Professional CC Update - November 2013] from http://www.adobe.com/support/flash/downloads.html and install the same.

 

If the update is successful your application version number should be updated to 13.1.0.217 in the About screen

 

Thanks!

Mohan

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