Need advice to make a simple Flash video file. Trying to accomplish two things.

I have some video files (.avi) that I'm trying to convert a Flash video format. I'm trying to export it to a Flash drive to be in a Powerpoint file. With that, I'm trying to accomplish two objectives:

1. to have the small clip (15 s, 30 fps) constantly loop, like an animated .gif.

2. allow the user to click on the video and made player slide left/right for ff / rew.

The video itself is an animation of the turntable. One of our products makes a full 360 degrees turn. By allowing the user to capture and drag, it will simulate turning the model.

So far, I have already achieved objective 1. I made a new Actionscript 3, any video file (embed flv in swf and play in timeline), and then made the video loop on the timeline. This seems to export properly, and video loop if necessary. The only thing I can't understand is how to "interactive" video and let the user drag left/right.

For context, I have never used Flash before. Any help would be greatly appreciated.

Essentially, it comes down to move the playback cursor in Flash based on the movement of the mouse. It certainly won't be smooth, however, you would need a clock to be responsible for moving your head to read and reverse space compression is very intensive CPU (reverse on the timeline). I would recommend having an upstream release and in advance of the video then you could return them, but if you're new to flash you are already in way over your head.

Add a new layer and try to add this example script (or Download Source example here, registered in CS5):

import flash.utils.Timer;

import flash.events.TimerEvent;

import flash.events.MouseEvent;

Make sure that we don't raise this image twice

If (! stage.hasEventListener (MouseEvent.MOUSE_DOWN))

{

stop the playhead

Stop();

set state (forward? back?)

var movingForward:Boolean = true;

var curFrame:int = 1;

var mouseStartX:int; used later to determine the drag

detect the click of the mouse and drag to the left or right

stage.addEventListener (MouseEvent.MOUSE_DOWN, onMouseF);

stage.addEventListener (MouseEvent.MOUSE_UP, onMouseF);

create new timer to control the playback head, start it

var phTimer:Timer = new Timer (33.0).

phTimer.addEventListener (TimerEvent.TIMER, movePlayheadF);

phTimer.start ();

function to control the playback head

function movePlayheadF(e:TimerEvent):void

{

curFrame += movingForward? 1:-1;

validate the frame (60 total frames)

If (curFrame > this.totalFrames) curFrame = 2;

ElseIf (curFrame< 1)="" curframe="">

Goto the next image

this.gotoAndStop (curFrame);

}

function that controls the direction variable

function onMouseF(e:MouseEvent):void

{

If (e.type is MouseEvent.MOUSE_DOWN)

{

the user began place start touching, record

mouseStartX = int (stage.mouseX);

}

Else if (e.type == MouseEvent.MOUSE_UP)

{

user let the mouse go, determine the change in direction (by scanning stype)

If (stage.mouseX > mouseStartX)

{

slipped right, move forward

movingForward = true;

trace ("move on now '");

}

ElseIf (stage.mouseX<>

{

crept to the left, move the rear

movingForward = false;

trace ("back up now '");

}

}

}

}

It's pretty simple. In the link source of the example above, an object in the timeline (nice ugly red circle) is moving right plus 60 frames and then left on 60 images (120 total). Consider that your film.

A clock at a speed of 33ms (30 fps). It's where he won't necessarily be too smooth with video. If you wear at 60 fps, then decrease the timer of the half (16.5ms), season to taste. Whenever the timer fires the playhead is moved, either forward or backward.

For whether she should go forward or backward a simple variable (movingForward) keeps track of the last "swipe". The shot is simply captured when a user touches the screen (mouse/finger), moves in a direction and then leaves upward. If they moved to the left the direction will be reversed. If they moved to the right, it will move forward. This does not include nor this logic, but illustrates how you can watch the mouse for movement and 'do something' on this basis.

A very simple validatior in the event timer function checks if the next image (in both directions) is valid and if it is not the case, it fixes it so that it remains within your length of video editing.

Note there is a MOUSE_MOVE event you can try to hold on to who can literally let the user drag the video forward and back the amount, they drag their finger/cursor. Also if it is a kind of circular surface as a disc rotates, the direction of the user moving the mouse based on where they registration would change the direction in which they expect to move. Etc etc...

Who should get your feet wet in how you should consider for your project.

Tags: Adobe Animate

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