[Golist] Tweening frame numbers in an Mc

Moses Gunesch moses at goasap.org
Thu Oct 30 08:11:33 PDT 2008


you mean the flash player framerate?

flash player has a variable framerate that runs as fast as the host  
machine can process. tying anything to the player's framerate is not a  
good idea -- for example, flv video can run at its own framerate  
inside the player, but the way you're doing it will choke it and force  
it to lock to the variable framerate (and probably break). The thing  
that causes slowdown is usually rendering to the screen, so the only  
way around it is to use very small and lightweight graphics and  
animation.

Out of curiosity, why do you need to tween frames of video? Maybe it's  
for a "scan" effect, like the one Phillip Kerman did for the Allied  
Works site a few years back?

- m


On Oct 27, 2008, at 4:28 PM, pedr browne wrote:

> Hi,
>
> Guess this question isn't specific to Go, but I figure this is a  
> good place to ask it...
>
> I'm experimenting with tweening an mc's frame numbers. It is an mc  
> containing 1000 frames of embedded video. Hooking the mc up to  
> different tweening engines and letting them tween an int (a var  
> called frame) between 0 and the total number of frames over a given  
> time.
>
> I then have an ENTER_FRAME event looking at this var every time it  
> is called and advancing to this frame. So the frame is only changing  
> 25 times a second, not every time frame is changed.
>
> This works ok, but what I have noticed is strange. When the jumps  
> between frames are small, the framerate is uneffected, but as the  
> jumps between the frames increases, the framerate drops lower and  
> lower.
>
> I have tried setting this up without a tween, incrementing frame by  
> a fixed amount every ENTER_FRAME and I've noticed the same behavior :-
>
> If i increment the frame by one every ENTER_FRAME, the framerate is  
> stable at 24 fps, but if I increase the increment to five, the  
> framerate drops to around 15 fps.
>
> I was wondering if anyone can tell me why this is? Is it something  
> to do with how the framedata is stored?
>
> Thanks a lot.
>
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