I want to recreate something like the first bend flip example in this link - http://activeden.net/item/easy-flip-as3-flip-tween-class/111357
Does anyone know any tutorials or pointers for me to start?
The demo there is using http://www.greensock.com tween classes.
Basically they is doing tween on a axis, changining the axis values which causing this rotation effect.
http://www.greensock.com/tweenlite/
You can stack different tweens on a single object, enriching it with effects.\
check this : http://www.riacodes.com/flash/3d-rotation-with-flash-cs4/
Related
I want to tween a curved arrow from one point to another in as3. I mean this line,with a arrow head, gets drawn from one point to another. this is to show the movement of say a nerve impulse from brain to another body part. I have tried shape tween but its not clean. I have tried using mask ,that again is tedious. I know how to draw by curveTo method. Is there a way that it can be tweened.
Maybe this answer can provide you some help? AS3 function for extrapolating points on a spline
The answer also contains sample code and a DEMO on wonderfl , courtesy of George Profenza
I have a little problem. I have 2D image of roulette wheel on the stage and used 3D rotation tool to get a little 3D effect (Image 1). Now I want to rotate it on it's Z axis so that I can get spining effect of wheel. I tried to use rotationZ += ... but it doesn't rotate it the way I want. I saw one tool in flash toolbar called "Global transform" (Image 2). When I click it I see transformation lines for image (Image 3), that I need for rotation, the blue line is one I need (Z axis). But I don't know how to use that kind of transformation via code. I don't even know if that is local or global rotation. I hope you understand me, maybe pictures will help you! Thanks!
HERE IS DROPBOX LINK FOR IMAGES --> Dropbox Images
What you are trying to do is simply an issue of nesting elements and applying effects on them in certain ways.
To accomplish the rotation as you want, you'll want to create your roulette wheel image in 2D as if you were looking at from a birds eye view. I highly recommend creating this graphic in vector format. Import this graphic into Flash and turn it into a movieclip. For arguments sake, I'm going to give this movieclip an instance name of wheel so it is easy for us to follow along with these instructions. Now, within the wheel instance, you'll want to apply a rotation to the roulette wheel. You can accomplish this either by using a Motion tween on the timeline, but the best way would probably be to use a programmatic approach so you can randomize the rotation in some way.
Now, place the 'wheel' instance on the stage and use the 3D Rotation Tool and rotate the wheel on it's X axis, this will make the wheel look like one in your image.
Now if you have performed the rotation within the wheel instance properly, you will have your spinning wheel.
I've created a sample of what you want with the following files using Flash CC 2014 that you can download here:
FLA File
Sample compiled SWF FILE
There is actually some math involved in understanding 3D transformations - including rotations - and how they combine with each other.
If your are interested in further explanations, and have a bit of math background, have a look at the theory
otherwise, the first thing you should remember is that rotation/scaling/translations may be composed (combined) but that the order is very important. rotationX, rotationY, rotationZ are sort of "coordinates" that enable to describe any orientation in the vector space, like x,y,z describe any position. But they are not sufficient to allow to do any rotation around any axis from any current orientation.
In your case, what you want is to combine a rotation around it's own local z (blue) axis, which means before the initial rotation you have already applied. ex:
roulette.transform.matrix3D.prependRotation(10, new Vector3D(0,0,1));
where 10 would be the angle you chose for the rotation, and the pivot of your object would be the pivot of the rotation (ohterwise, specify your own pivot by passing an additional Vector3D
To complete the picture, if you use appendRotation() instead of prependRotation(), you will rotate your object in the z axis of the world (global) coordinates (after it's current trnasformation).
You may also as already suggested create a Symbol to use as a container, and rotate you object inside it's container, but messing with Matrix3D will give you more control in the end, often with just one line of code like in this case.
Since I don't know english very well, I'm not able to find clear examples and/or tutorials for what I'm trying to do.
So the (maybe stupid) question is:
How can I strongly customize tweens using Starling framework and make my Sprites(or MovieClips) following a line, curve or create every other non-linear movement that doesn't exist in Transition Class?
I have no problem with Basic Starling animation. So it should be a good start point.
Thanks in advance for examples, resources or suggestions.
PS. I already visit the "Starling Wiki" page about custom Transitions but, as a Beginner(almost Intermediate) coder I wasn't able to completely understand it.
I know there are many online resources about AS3/Starling/Flash/Nape/Box2D but it's not easy for a non-english Beginner programmer to understand them.
You can simple move Starling's movieClip by set .x .y .rotation
Since now, I haven't heard of scripted transition to make predefined non linear movement. As you said, you can move object from one position to another, but it won't happen in a curved line.
What I've done in the past is to predefine the path of the movement, as I needed exactly the same weird path. I did a path tween in Flash, then used one simple function to loop through all frames (using gotoAndStop()) and getting x and y property of the object, storing them in an array. This was done when initializing. Later on I could start animation on all my weird paths whenever I wanted, using onUpdate method of tween, and passing positions from the array I've populated in the beginning.
This of course is good if you have very weird paths. If you want very little curves, you could try to do a mathematical equation. Tween classes have an update function, which will be called on each frame. So on each frame you could do some calculations and modify the parameters. For example if you tween x and y properties, you could use the update function to add a random number to those values. Of course this will make very uncontrolled movement, I'm just giving an example.
The best solution I could think of, speaking of complexity/result ratio - to use Greensock's TweenMax (look at the second example) - it has a built in bezier tweening. This means it could move from point A to point B within a bezier curve. I think this will be a good solution for your problem :)
I am looking for a simple AS3 script to move/follow a movieclip (arrrow) along a manually drawn path in flash. Like.. it moves for the start point if the line to the end point of the line, also should rotate at curves automatically.
Also is it possible to duplicate this movieclip (arrrow) tho specific distance, like a ground of arrows moving along a path continuously with specific distance from eachother?
I am working on few infoGraphs and need this arrows animation to show the workflow.
I desperately needs this, pls help!
Cheers,
bp
There could be libraries that help with this, as George Profenza mentions in his comment, and it is certainly possible to calculate points along a bezier.
However, a much simpler solution is to do what people have done since Flash 4. Draw the curve in Flash, then create a motion tween along the curve using an empty MovieClip. At runtime, you can use addChild() to insert your MovieClip as a child of the empty one. You will have a lot more manual control this way, compared to the bezier library.
We're developing a game with impactjs that allows 'chaining' of entities as they are clicked. Basically this just draws a line between the two points, with a neon glow effect. So far, so good. Now, we have a request to make the 'chain' connections animated - fire, sparkles, etc. Essentially things that seem like they'd need actual graphic animations to look right. As the entities can be any distance/angle from each other, we're stuck at how to best implement a solution for this - that is, how to draw a diagonal image, for example, between two random points that we can animate. Any thoughts our suggestions on how to pull this off would be much appreciated.
Maybe create a particle entity with an Animation Sheet containing the necessary animations/particle effects. And then draw these particles along the line that from point A to point B.
When you want to animate it to fire/sparkles etc. run the animation for all those entities. in that line.
I'd be inclined to agree with Prat. Particle effects would most likely be what you need.
Here is a tutorial on generating particle effects in impact.js that might help you out.
http://www.pointofimpactjs.com/snippets/view/24/particle-effects-generation