Flash AS3 error when importing 3D-tweened movieclip - actionscript-3

I've been working on an AS3 application and it's nearing completion. At the same time, one of the designers I work with has been building a movieclip in a separate .fla that acts as an intro animation to the application. The intro uses the 3D motion tweening capabilities of Flash CS4 / Player 10, and runs fine in the .fla in which it was built.
The problem is that when I import the movieclip into the main .fla for the application, when I dynamically instantiate the movieclip and add it to the stage, I get a barrage of the following runtime error:
ReferenceError: Error #1069: Property null not found on fl.motion.KeyframeBase and there is no default value.
at fl.motion::KeyframeBase/getValue()
at fl.motion::MotionBase/getValue()
at fl.motion::Animator3D/setTime3D()
at fl.motion::AnimatorBase/set time()
at fl.motion::AnimatorBase$/processCurrentFrame()
at fl.motion::AnimatorBase$/parentEnterFrameHandler()
I'm guessing just based on the number of errors like this that I receive that there's one per keyframe in the tweening movieclip. I've checked to ensure that the Flash publish settings are identical across the two .fla files, and although the stage sizes differ slightly, I don't think that's the issue here. I've also googled the issue and found nothing but but this lonely thread on kirupa.
Any thoughts?

Okay--turns out the problem was that we had a local version of the fl.motion package in the Actionscript source paths that was out of date. Now everything's tweening along happily!

As far as I know you once you apply a 3D Motion Tween to a clip, you can no longer modify it by actionscript.
I'd suggest either copying the clip, without the tween, so you can access and modify it via actionscript, as for the animation, maybe go for Copy Motion as Actionscript 3.0. It will spit out a nasty looking bulk of code. The alternative is to 'redo' the animation using something like TweenLite which has nicer syntax. You would select the motion tween, give it an instance then use instance.motion.keyframes to loop through the keyframes and get the position and rotation values for example.
It's not as ideal as it should be :(
Have a look at the flashthusiast.com website for more insights on the new tweens and how to work with them.
Goodluck,
George

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");

AS3 - My animated object is too detailed, it crashes flash if I run with more than 1 on the stage

I have a Movieclip for a soldier, who can load, aim and fire a rifle. The animations work fine, but if I put 2 or more of them on the stage, when I run it it immediately crashes flash.
Is there any way to reduce the quality of the Movieclip so that I can have multiple soldiers on the screen without it crashing flash?
I am making a game which requires at least 40-50 of them to be on the screen at once.
Thanks.
Actionscript compiled by external soft crashes when uses symbols with set to false "visibility" attribute after adding this symbol to the stage. But when you compile same code in Flash IDE nothing happens. It's very hard to find.
Try to make all layers except one inactive by setting them "guide" type. Trying one by one you can find this violator layer and faster find sub symbol with switched off visibility.

Internal AS3 preloader & stage issues

I need to create a single SWF with no external files, so I'm trying to add an internal preloader to my Flash project which has [embed] assets. I know [embed] causes problems with preloaders because it puts the assets on frame 1. I have tried the solutions recommended in these posts, where you set the document class to your preloader class:
Preloader for SWF with embed bytearray
How to create Preloader in AS3
I can get it to work, but ONLY if I comment out any lines of code that involve the stage, otherwise I get an "Error #1009: Cannot access a property or method of a null object reference." Those lines are essential though, so does anyone know how to fix those errors with the stage?
You haven't posted your code or your fla, so all I can do is share what works for me.
First, I wouldn't use Embed. Instead, use a swc. I have found that Embed can be unreliable as far as actually getting the entire asset in there (at least when publishing with Flash Builder + Flash Pro, which is my workflow).
Once you have your assets in a swc, try the following steps:
Set your export frame to Frame 10 (or any frame other than 1--I like frame 10 because then you can read the label that says "Preloader")
Put your actual content on frame 11. You can structure this a lot of ways. Since I program to Interfaces, I give whatever is on frame 11 an instance name and then use a setter to determine that my "first thing" has been placed on stage. I can get away with this because my main Document Class just knows the definition of the Interface, not the full implementation of the Class, so the Class does not need to load for the main Document Class to work. You probably aren't truly using the timeline and probably didn't program to interfaces, so you'll probably just set the base class of the symbol that's on frame 11 to the main logic of whatever you're trying to do.
Put your preloader graphics in Frame 1. I'm not sure why your stage references are so important. I, personally, don't use any logic in the preloader. Instead, I use a spinner that spans frames 1-10 (plus the word "Loading...". The spinner just spins while the classes load. The embed frame acts as a temporary "stop" that just holds the timeline back until those classes have been loaded. Once the classes have been loaded, the timeline will act like you called play() on it. So it really can be that simple. If you need it to be more complicated, give one of your preloader graphics an instance name and set up a getter/setter pair for it, then use the setter to trigger your logic that accesses the stage. You are pretty much guaranteed to have a valid stage at that point.
Word of warning: if you did make use of the timelime, you will get strange results if you try to jump to a frame that isn't loaded yet, so make sure to check to see if a given frame is loaded if it's near the end of your main timeline and your main timeline is heavy with assets before calling goToAndPlay() or goToAndStop().
Some references that might help you further:
Preloaders vs as 3 (I'd recommend you read the entire series this is part of. This is an amazing series I wish I'd found 3 years ago)
Solving the Frame 2 Problem Presentation and code
Combining the Timeline with OOP The example code for that is here (long story)

AS3.0 Replay the whole movie (*SWF file)

I made a small game in Actionscript 3.0 and flash.
When the player wins the game or is 'game over' the player should have a option to replay the game.
So my question is: Is there a way to replay the whole movie with Actionscript? I know, i could reset the timeline back to 0, and re-instantiate all the classes, movieclips, var's ect... but i was wondering if anyone knows a easier solution.
Simply do this:
import flash.net.*;
//...
navigateToURL(new URLRequest(stage.loaderInfo.url), "_level0");
You can remove the swfObject and add it again. Look here. This is the swfObject reference.
Reload the page, where you've embedded the swf into, may be the easiest way.
The programmers way would be to encapsulate your whole application into a single class (extending Sprite or MovieClip) which will be attached to the stage. For restarting the game you could simply remove that instance from the stage and add a newly created onto the stage.
Or make a loader swf, that loads your game. Then if the game should be restarted, discard (unload) the instance and load it again.
Its hard to tell you what you can do, if we don't know, how your project is structured.

How is the Actionscript 3.0 sample Maze game's code included?

I can't find the line in the Adobe samples for a maze game where the actual .as code is included into the project. This is fundamental, since my own implementation is just using include "file name";, which isn't working. I also can't use import, since I then can't access the elements placed on the stage. Help, please? The files are available here http://download.macromedia.com/pub/developer/flash_as3_sample_game_1.zip
I tried to debug the code, but I can't even find the point where the constructor is called. The execution starts at "stop()" in frame 1 and then if you step into it, calls the enter frame event handler.
I guess Document Class is the thing you are looking for.
It is an entry point, the class which is instantiated once Flash Player loaded your SWF.