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Timeline and controlling shape/clip separately
I'm trying to use KoolMoves as a Flash learning environment. I'd like to do something that amounts to movement in separate levels, and am not sure how to make KoolMoves do it. Here is my plan:
On frame 1 there is a square and a circle.
On frame 10, square starts to move right. Its motion will continue through frame 30.
On frame 20, circle starts to move right. Its motion will continue through frame 40.
Frame 30 arrives, and square stops.
Frame 40 arrives and circle stops.
My Flash tutorial draws these as two layers. Each object is controlled separately. I understand that in KoolMoves I must copy a frame, and the tween count gives me my ordinary frames. But -- here is the apparent difference -- I think I must copy and manage the entire frame, with both square and circle. That means keyframes at 1, 10, 20, 30 and 40, each with both objects.
That has implications. Suppose I change my mind and decide that circle must move down instead of right. With KoolMoves I must edit all of the frames, with both objects in each frame.
Is there an object-orientedness I'm missing?
Thanks,
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up to my .as in code
As a sidenote...remember KM7/AS3 now supports TweenGroup. It may be you can do everything you wish on one frame and control movement (what,when and where) programatically. TweenGroup and TweenMax/Lite are an extremely powerful combo and the classes themselves allow for some very cool things.
Last edited by Chris_Seahorn; 04-15-2009 at 02:52 PM.
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