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Thread: How to slow down animation using a code?

  1. #1
    Junior Member
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    How to slow down animation using a code?

    I have a moving woman on the screen, she moves from one side of the stage to the other. I did motion tween for that. However, she moves too fast and I would like to slow her down, but not by extending the frames. Is there a code for that? If the movie clip is woman_mc, how would the code look like to make her move more slowly. She stops at one point. Can somebody help please?

    thanks

  2. #2
    trace("AKA: Biro Barna");
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    I don't know of any other way then extending frames. As far as I'm concerned you can't change the frame rate for individual objects. Using a timer to call a nextFrame(); method would be a solution but that would lead to really ugly animation... dunno, maybe with the timer, but in 80% of the cases it doesn't really produce a desired smooth result.



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  3. #3
    Palindrome emordnilaP Diniden's Avatar
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    Odd, I read in the documentation you can adjust individual framerates of movieclips now so long as they have their own ENTER_FRAME listener. Just do a mc_name.frameRate = number;

    But of course the documentation could have been wrong I have never tested the theory.

  4. #4
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    This should do the trick!

    //try using this code (AS3.0)
    import fl.transitions.*;
    import fl.transitions.easing.*;

    var xstart:int = 10; //x start position of mc_name
    var ystart:int = 10; //y start position of mc_name
    var xfinish:int = 200; //x start position of mc_name
    var yfinish:int = 200; //y start position of mc_name
    var ftime:int = 2; //time it takes to complete animation in seconds

    var xTween:Tween = new Tween(mc_name,"x",None.easeOut,xstart,xfinish,ftim e,true);
    var yTween:Tween = new Tween(mc_name,"y",None.easeOut,ystart,yfinish,ftim e,true);

    xTween.start();
    yTween.start();

    /*
    Use these in a frame to stop the animation.

    xTween.stop();
    yTween.stop();
    */

  5. #5
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    I don't know if it is right for your situation, but you could experiment with:
    stage.frameRate = 12; //or whatever framerate you want.

    This alters the entire timeline frame-rate.

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