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Subject: | Re: FLASH: Speed vs. Size (was:getting a bit confused !) |
From: | Adam Bruce |
Date: | Tue, 5 Jan 1999 15:30:54 GMT |
>Each movie clip is executed independently of the current timeline as a
>separate thread.
I think that might be what causes processor bog on deeply nested
symbols. IF you have 6 or 8 levels of nesting and each level has it's
own masking effects, tweens, morphs etc, it's going to slow things down
considerably.
Many of the military projects I do I have to simulate inverse Kinematics
of Bellcranks, pistons, hydraulics, pushrods, springs, etc which make
for very deeply nested multiple tweened animations. It has been our
experiance that moving as much out of symbols as possible can greatly
speed things up. Unfortunatly that sometimes is not possible as you
have to tween a joint that is on a rotating bracket that is hinging on
another rotational tween...sometimes it's really impossible to do it
anyother way than deep nesting. Maybe we'll get lucky and get some sort
of rudimentary Inverse Kinematics system with Flash 4.0....(I doubt it)
-Adam
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Replies
Re: FLASH: Speed vs. Size (was:getting a, Troy M. Gilbert
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