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Subject: Re: FLASH: clock metaphor
From: Chris Burke
Date: Mon, 2 Aug 1999 15:07:39 +0100

John,

thanks very much for the detailed response. I will get to it tonight and
let you know how I fare.

One quick question re: Flash 4-

>In Flash 4 if you are a programmer (or get one to help), you could
>create one instance of the object (the hand) with no tween. You would
>then control its rotation totally with actionscript (reverse is easy)
>using the rotate property to turn the hand.

Does this mean that Flash 4 is sufficiently more complicated to author in
that I would need a programmer? Or is it just actionscripts that required
programming knowledge?

Thanks,

/Chris

>Hi Chris,
>
>> My current project is based on a clock metaphor. There is only one hand
>> which begins on the "12" postion. When the user clicks on the "1", the hand
>> animates to the "1" and stops. My 1st question is how to program a move
>> from "12" to (for instance) "7". Do I
>> a) have a different set of frames for each possible moves 'from/to', and
>> write in a button action to jump to the first frame of the corresponding
>> set and play?
>Not a good idea.
>
>> b) have one big animation that circles the clock face and stops via some
>>other
>> logic? What could I use to stop the animation at a point determined by
>> which number the user clicks to start the animation?
>Yes use a nested mvie clip to allow or disallow continued motion.
>
>> c) have a different scene for each possible move 'from/to', and write in a
>> button action to play the corresponding scene?
>Very VERY bad idea
>
>> My second question is can Flash be instructed to play an animation in
>> reverse? This would come in handy when the hand is on "12" and the user
>> clicks "11" (so the hand doesn't have to go all the way around).
>Generally the best way (smallest file size0 to do reverse is a copy of
>the frames in reverse.
>
>The basic continuous nested animation.
>
>Create your animation as single or multiple tween as needed to rotate
>continuously (or just to the end in other projects).
>
>Create a new control layer.
>At each point that would stop place a 2 frame movie clip.
>
>--------------------
>frame 1 Label: On
>
>Stop
>Begin Tell Target Target: ..
> Play
>End Tell Target
>
>frame 2: Label: Off
>
>Stop
>---------------------
>
>Before adding any actions to stop you neeed to get the animation to run
>continuously. After that is done you need to add the buttons each button
>would set all the control movie clip to ON except the one you want it to
>stop at. And you also need a Play action.
>
>Give each Movie clip a name with a number following it such as hour1,
>hour2, hour3 etc. This makes it easy to keep track of the tell targets
>and makes creating a loop in Flash 4 to control all the frames very
>easy. If you don't have Flash 4 even if you are going to export to Flash
>3, the copy and paste and/or duplicate features will pay for Flash 4 in
>time savings in a project such as this.
>
>In Flash 4 if you are a programmer (or get one to help), you could
>create one instance of the object (the hand) with no tween. You would
>then control its rotation totally with actionscript (reverse is easy)
>using the rotate property to turn the hand.
>
>We may have a plug and play for this routine in the future, but don't
>have one now.
>
>----------- -----------------------
>John Croteau croteauaterols [dot] com (mailto:croteauaterols [dot] com)
>------------- -------------------------

-----------------------------
Bong + Dern, Inc.
Sound and Music for New Media
http://www.bongdern.com
(212) 563-7925



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Replies
  Re: FLASH: clock metaphor, John Croteau

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