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Comments:
<0> i think its ok <1> damn <2> hey <2> how can i make a trace() be shown in my .swf? <2> echo() or something? <2> im just doing CPU speed test but i need to know the number here, and if i do ctrl+enter in flash the speeds are inaccurate since it starts a new browser window for every JS action <3> why dont you put a textfield on stage <3> and dump to there instead of trace? <2> i agree <2> thanks <3> sometimes depending what yer doing, its worth writing a little dashboard you can show with a key event :P <3> or just always showing - but if something is offstage (where you should hide it when not in use) flash doesnt 'render' it per se <3> so performance should be 'as would be' .... <4> in flash basicly you can load symbols into the thing itself to not take up space ? <3> just be sure to move dash off stage area when not 'being used' or performance will be effected by it being on stage <3> onstage/within defined stage area
<2> thats true hehe <5> hey all, i'm having trouble importing vieo into flash (surprise surprise) Ive done this before and its worked though... <5> when I import an avi, i want it to create a keyframe for every frame in the clip, but it just does one at the start. <5> nomatter what i put on the keyframe interval option on import <3> what happens if you import avi to timeline <3> goto frame 1... press F5 as many times as needed to show video length <5> I only have option to import to stage or library <3> that would be 'stage' <5> yeah thats what happend then, 1 frame at start onl;y <3> and press convert to keyframes after such? i'm not sure at all if it will help <3> i kinda doubt it will but.. <3> ah <3> you will only have 1 frame <5> nope, if I create a keyframe, it merely makes the vieo start from that frame again <3> untill you press F5 to show all frames <3> ah <5> so if i convert to keyframes I end up with 183 1st frames <3> hehehe <5> hehe indeed <3> kinda thought that'd be the case but never tried <3> :/ <3> anyways, isnt setting 'keyframes' to keep sync? <3> it doesnt actually 'make keyframes' in flash <3> it ensures that if your flash is at a fps ... that the video is synced to such no? <3> i could be wrong <5> yeah i think so <5> i want to delete some of the frames which is why i need each frame seperate <5> i tried encoding the avi's as swf's and then importing that, but then all the frames are blank when I get it into flash! <3> heh <3> well <3> import to stage <3> press F5 to show all frames of video <3> export as sequential bitmap sequence <3> open new fla <3> import bitmap sequence <3> ... viola - you have your video and its editable <3> :/ <3> no sound though <5> ouch <5> thats okay i dont wat sound <5> *want <3> then thats a 100% valid option for you <3> :) <3> you can insert multiple frames via f5 <3> by highlighting an area to reflect how many frames to insert when f5 is pressed <3> (in timeline) <3> if you highlight 10 frames <3> when you press F5 - it will insert 10 more frames <3> vs just 1 <3> so let that help you ... and get it done <3> :) <3> when you import sequence you'll easily be able to edit/remove frames <3> all will be keyframes... sequential on timeline <5> thanks shiznit <5> i'll give it a go <3> yup - it'll work for ya <2> hey shiznit <2> http://pastebin.coconut.se/?id=4656 <2> the "delay" time is waaay too long on slow machines although the movement speed is adjusted perfectly <2> should i be doing the delay in a different manner?
<2> besides if(newcounter > (15 * (140/actualt))) <2> btw it only does the "adjustment" on the contraction of the moving box <3> i have no idea what you're doing so i dunno <2> http://s93549175.onlinehome.us/resizer.htm <2> there <2> thats the time value between the start of a 1ms interval and the end of it <2> ideally it would be 1 <2> but on my AMD 3000+ 1GB RAM its ~14 <2> on my other pc its ~30 <2> so im tryint to adjust the speed of the javascript resize of the .swf heightwise, so it will do the slight elastic effect on all systems <2> it adjusts the number of pixels per interval that it is contracted by <2> but the pause time is never adjusted properly <2> its always way too long, is there a different way to pause an interval <2> pause time is the time the css resizer waits before starting to resize after the movement in the swf has begun <2> right now its just specified by the number of iterations of the interval <2> * the average comp time/actual comp time <2> average being on my system <3> well, if you're having latency issues based on the system its on <3> do you set your latency from a initializer or such to be used with your animation? <2> .swf usually runs at the same speed its the JS thats affected <2> no it benchmarks the speed <3> make a call, see how long it takes to return <2> at iteration 0 <2> this is more accurate actually <2> and it keeps getting the average <2> so the movement is more or less smooth <3> the most accurate number you'll have is a true number <3> not a hard-coded number <2> well thats the average number on my system, i plan to make it more accurately <2> accurate <3> when? <2> by running many many trials <3> when you've debugged after using wrong numbers? <3> heh <2> lol noo what i know is its around 13.6 <3> dont you think you might want to impliment asap? <2> ok lol <3> 13.6 on your computer <3> what about my computer? <3> what about everyone elses? <3> :/ <3> is this just for you? <3> :) <2> thats what it does <2> it calculates it <2> 13.6 is needed to be hardcoded <2> so the values on my comptuer can be compared with on yours <2> so if my time is 1.5x faster than yours, the thing will go up 1.5x more pixels per iteration <2> which works out perfect <2> but the pause time is screwed up <3> duno man - i'm just guessing, i have no clue what all is involved with what you're doing <3> i just noticed that 'div' or whatever changes size <3> since you didnt specifically point that out to me and i couldnt care to investigate <3> hehe <2> oh <2> sorry i always think everything is self explanatory <2> oh well i guess ill try some random number operations that usually works out <3> well as said, i dont know why you dont 1st.... before doing ANYTHING else - make a call from flash to js - see what the latency is <3> is that number - not your 15.6 or whatever <3> .... <3> that should solve all for whoever <3> i dunno <3> is*use <3> or i'm just confused as to what problem is <3> which is more likely than anything <3> =) <2> pause is too long <3> i dont even know wtf the pause is <3> :) <3> aside from 'a pause' somewhere because of something <3> hahaha <3> i'm pretty sure the latency will be dependant on the amount of content currently being shifted
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