Skeleton animation in flashbuilder using only actionscript - actionscript-3

I am a noob in flex. I have to animate a hand(upto wrist) for keyboard playing. It has to be done in runtime of the project. For making it more clear, I have saved all the informations in a file about the animation(time, position of fingers etc). How can I animate the fingers(wrist included)? I also need to know how to use a 2D hand with bones in flex.
Thankyou.

You didn't specify the source of the files you want to animate, nor did you specify how you want to animate them.
If you just need tochange the X and Y position of an image you can just change the X and Y position of the image. A tweening library, such as Greensock could help. I think Flex also has a Move effect that you could use.
If you have the animation created as a SWF, then you can embed the SWF /library element in the Flex app and then use it as a MovieClip. From the MovieClip you can use play to start an animation and stop to stop the animation.
If you have the animation as a bunch of different bitmaps (Sometimes called a Sprite Sheet) then you can use a blitting implementation to create your animation. There are plenty of resources out on the web about Blitting in Flex.

Related

Avatar Layering and Animating in Flash

So for my latest Flash project, I'm designing a game. The dimetric character can move in 8 directions. I've been given the spritesheets for the hats, hair styles, etc., that the player can wear.
The spritesheets contain the images for each direction, AND they contain four frames of animation (four per direction) for when the player is walking. This is basically the layout of the Spritesheet (and all of the files and "frames" are the same size, which makes things easier):
[IDLE] [WALKING]
[S][SE][E][N][NW][W][S1][S2][S3][S4][SE1][SE2]...
My goal is to embed all of the items in a single file other than the main one. But I need to implement walking animation.
One thought I had is to set the main SWF's framerate to 7 FPS, then use an Event.ENTER_FRAME handler to alternate between the walking ones. Programmatically animating.
Another thought is to create SWFs for each item of clothing, then use motion tweening to move the spritesheet symbol over the stage.
What I'd really like it so avoid using Adobe Animate entirely. Even if there's an approach that requires the use of Flex, I'd take it if it meant saying goodbye to graphically-designing.
using flash builder (flex) does not mean that good bye graphic! there is a relationship between Adobe Flash and any As3 Ide like FlashBuilder or FlashDevelop.
exporting movieclips and everything in library with .swc format, and then importing it by the IDE, read this
My goal is to embed all of the items in a single file other than the
main one. But I need to implement walking animation.
One thought I had is to set the main SWF's framerate to 7 FPS, then
use an Event.ENTER_FRAME handler to alternate between the walking
ones. Programmatically animating.
i dont undrestand! why 7 fps and also why Event.ENTER_FRAME
there might be a character movieclip, whit above frames in its time line, well! to playing any animation (for particular direction) you have to call mc.gotoAndPlay("walk_S"); then it will be played automatically, if you need lower frame rate, only select each frame by mouse pointer and then press [F5] in time line to insert a blank frame gape between keyframes.
as i said before, you must use a callback script at the end frame of the each loop animation like walk_s walk_ne ...
also idle animations must be called like it: mc.gotoAndStop("idle_s");

How do i create an animation in AS3?

I am making a game in AS3 for a school project (using the AIR api). I have about a year's worth of experience in AS3, so i would say i'm proficient but not an expert. Anyway, i have never attempted to do sprite animations in AS3 and i'm not quite sure how to approach it.
If i create a list of bitmaps and call addChild() and removeChild() to display each frame of the animation, it would affect the framerate as these functions are not very efficient (i have tried this before and it tanked my framerate if i had too many animations going at once). I have also tried creating a list of BitmapData objects, adding a bitmap to the display list, and then pointing it to a different BitmapData each frame, but this does not seem to work at all.
So what is the best way to do this? In XNA, for example, i would create a sprite class that draws to the screen using a sprite batch, then i would create a list of sprite objects and cycle through them to create the animation. Is there any way to achieve a similar result in actionscript?
First (simple) method: you can just use multi-frame MovieClip for animation. Put an image in each frame, put a MovieClip on the stage and that's all. You can control this animation using play(), stop(), gotoAndPlay(), gotoAndStop(). It will work without much problems for a generic platform game (I did that myself long ago).
Second (advanced) method: use bitmap blitting. For each animation, create a bitmap image that holds each frame of the animation. Use this image as a source for copying pixels into your current animated object. You just need to copy a particular rectangle area inside a source bitmap that corresponds to the current frame.
The actual blitting happens here
destinationBitmapData.copyPixels(sourceBitmapData, areaRectangle, destinationPoint);
Where destinationBitmapData is your "canvas" that you're blitting to; sourceBitmapData is the source image holding all animation frames; areaRectangle is the Rectangle inside the source image defining which area to copy; destinationPoint is left-top coordinate of the copy area in your canvas.
The destination canvas can be just one small object (like your game character that is moving around) or the entire game screen with all objects. I.e. instead of blitting and adding each object separately, you can just have one big canvas and blit any necessary parts directly to it.
That said, there is already a number of various ready-made engines that use blitting and even advanced techniques like 3D acceleration for 2D sprites.
One of them is Starling.

Flash Actionscript 3.0 MovieClip Transitions (No Buttons)

I have 3 mc_MovieClips.
Each clip is on a different frame of the same layer in the main scene.
I do not want to use a button to control the play.
On startup, I want Clip1(On Frame1) to play, and when that is finished, Clip2(On Frame2) will play and so on.
I am a very beginner and using Flash Professional CC and actionscript 3.0. The only help I can seem to find calls for global variables, which no longer seem to exist.
I can provide more information if needed, I am just a really big beginner.
Try placing a parent.nextFrame(); on the last frame of each MovieClip and a stop(); on each frame of the parent clip (actual frames of your main scene).

Are there any libraries providing mouse-driven zoom/pan for pure AS3 projects?

Today I wanted to add mouse-driven zoom and pan functionality to a pure AS3 project - something like the Google Maps interface. I was surprised that I couldn't find a good package or library to do this already - I'm using FlashDevelop rather than Flash CS3, so the nice VCam tool available as an FLA is no use.
There's nothing very complicated involved in implementing zoom/pan, although it can be fiddly and time-consuming to get right, but since zooming and panning are pretty common things to want to do I wondered if anyone could suggest a 'correct' way to do this in the Flash world, or a good library available that I haven't been able to find.
I found exactly what I was looking for in the flare library's PanZoomControl:
Interactive control for panning and
zooming a "camera". Any sprite can be
treated as a camera onto its drawing
content and display list children. To pan and zoom
over a collection of objects, simply
add a PanZoomControl for the sprite
holding the collection.
var s:Sprite; // a sprite holding a collection of items
new PanZoomControl().attach(s); // attach pan and zoom controls to the sprite
The mouse controls are also implemented as you'd expect:
Once a PanZoomControl has been
created, panning is performed by
clicking and dragging. Zooming is
performed either by scrolling the
mouse wheel or by clicking and
dragging vertically while the control
key is pressed.
You could use a 3D library such as Papervision3D or FIVe3D. Then just move your camera based on different mouse events/gestures. Or use the built in z-axis in FlashPlayer 10 to get the zoom effect.

Is it possible to create a MovieClip using ActionScript 3 code or MXML?

I'm using the Flex 3 SDK and the free FlashDevelop IDE.
As I don't have FlexBuilder or Flash CS4 Professional I cannot make MovieClips graphically.
So instead I want to create a simple MovieClip using code or MXML. For example, lets say I want to create a MovieClip with 3 frames, and load a bitmap into each frame to create a simple animation.
Is this possible? I've had a good google around and the only examples I can find are of loading existing MovieClips and adding them to a stage.
You can create a movieclip with this simple code:
var mc:MovieClip = new MovieClip();
stage.addChild(mc);
That is of cause just and empty movieclip, you can draw on it with graphics property (see here).
As far as I know there is no way to create frame with actionscript. Though there might be some undocumented methods. There are some functions that do not appear in the documentation (like the addFrameScript method).
I would say the best way (if you absolutly can not use the Flash CS4), would be to have a series of Loader objects, and the hide and show them on every in sequence.
Just put them in an array and listen for the enterFrame event.
You can load in the bitmaps in the Loader objects.
If you use the links and checkout the examples in the documentation, I think you should be able to figure it out.
As far as I've seen, there is no easy way to create a MovieClip in Flex which behaves in a way one might see as comparable to Flash's implementation MovieClip. But I don't think you really want a MovieClip to begin with. Flex does not really play well with non-flex objects. Yes, it is possible to add something to a UIComponent, but you are much better off working withing the Flex framework than doing workarounds.
I would use the mx:Image tag to load your images. It is generally the cleanest way to load an image into Flex. It will let you embed the object into the SWF at compile time, which means that you will not have to point to an outside file. I will caution about having too many embedded graphics -- that will kill your download time and possibly your performance.
If you are only interested in having an animation move or re-size, then I would use the Move and Resize objects which are native Flex Tweens.
Your best option might be to extend the UIComponent class, add a MovieClip as a child-component, and apply the settings from MXML via proxy. e.g.,
public function set movieFrames(value:Array):void {
for each(var b:Bitmap in value) {
//add bitmap to _movieclip object.
}
}
You want a Sprite not a MovieClip. And use time instead of frames. There's a Timer class and a getTimer() function. Use them.
create a class that extends/implements Sprite.
Add a Loader class.
Google it exactly how it's done. (flashtuts.com or sth like that).