Adobe Animate CC 360 Spin
I am trying to create a simple 360 spin in Adobe Animate CC.
So the user needs to drag the image left and right to change the frame of an movieclip. (i have a car rendered in a 360 degree animation in 32 pictures)
I have the following code:
this.Silver.on("pressmove", function(evt){
evt.currentTarget.gotoAndStop(Math.round((evt.stageX/28.57142857)+1));// = (evt.stageX/2.777777778);
});
is there a simple way to create a simple 360? I have searched google for some samples, but they are not in Adobe Animate CC. And i am not really a programmer. Just trying to find a way to get me started.
tnx!
animation adobe createjs 360-degrees adobe-animate
add a comment |
I am trying to create a simple 360 spin in Adobe Animate CC.
So the user needs to drag the image left and right to change the frame of an movieclip. (i have a car rendered in a 360 degree animation in 32 pictures)
I have the following code:
this.Silver.on("pressmove", function(evt){
evt.currentTarget.gotoAndStop(Math.round((evt.stageX/28.57142857)+1));// = (evt.stageX/2.777777778);
});
is there a simple way to create a simple 360? I have searched google for some samples, but they are not in Adobe Animate CC. And i am not really a programmer. Just trying to find a way to get me started.
tnx!
animation adobe createjs 360-degrees adobe-animate
add a comment |
I am trying to create a simple 360 spin in Adobe Animate CC.
So the user needs to drag the image left and right to change the frame of an movieclip. (i have a car rendered in a 360 degree animation in 32 pictures)
I have the following code:
this.Silver.on("pressmove", function(evt){
evt.currentTarget.gotoAndStop(Math.round((evt.stageX/28.57142857)+1));// = (evt.stageX/2.777777778);
});
is there a simple way to create a simple 360? I have searched google for some samples, but they are not in Adobe Animate CC. And i am not really a programmer. Just trying to find a way to get me started.
tnx!
animation adobe createjs 360-degrees adobe-animate
I am trying to create a simple 360 spin in Adobe Animate CC.
So the user needs to drag the image left and right to change the frame of an movieclip. (i have a car rendered in a 360 degree animation in 32 pictures)
I have the following code:
this.Silver.on("pressmove", function(evt){
evt.currentTarget.gotoAndStop(Math.round((evt.stageX/28.57142857)+1));// = (evt.stageX/2.777777778);
});
is there a simple way to create a simple 360? I have searched google for some samples, but they are not in Adobe Animate CC. And i am not really a programmer. Just trying to find a way to get me started.
tnx!
animation adobe createjs 360-degrees adobe-animate
animation adobe createjs 360-degrees adobe-animate
edited Oct 24 '17 at 8:02
Mosh Feu
15.4k104881
15.4k104881
asked Oct 25 '16 at 5:57
user1631575
36
36
add a comment |
add a comment |
3 Answers
3
active
oldest
votes
Once you drag the item on the stage, double click to get to the properties. You should find "Rotation". Enter 359 (not 360, as this will make the wheel jump). You can also enter how many times you want it to rotate.
Hope this helps!
PM
add a comment |
If you open the Info panel (Window > Info), you'll notice that when you move your mouse cursor to the left, the x value decreases and when you move your cursor to the right, the x value increases.
You could apply the same concept here. You will need a variable to keep track of your old x mouse position and a variable to keep track of your new x mouse position.
If your new mouse position is greater than the old mouse position, you can assume the mouse is moving to the right and you would go forward a frame. If your new mouse position is less than the old mouse position, you can assume your mouse is moving to the left and you would go backwards a frame. You'll also have to take into account going "forward" on the last frame and going "backwards" on the first frame of your MovieClip.
Here's one way that you can approach this:
//Create a reference to store the previous x mouse position
var old_mouseX = 0;
//Add an event listener
this.Silver.addEventListener("pressmove", mouseMovementHandler);
//Mouse movement handler
function mouseMovementHandler(event){
//Get a reference to the target
var currentTarget = event.currentTarget;
//Get a reference to the current x mouse position
var current_mouseX = stage.mouseX;
//Check for mouse movement to the left
if(current_mouseX < old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame - 1 >= 0 ){
currentTarget.gotoAndStop(currentTarget.currentFrame - 1);
}
//If not, restart on the last frame of the MovieClip
else{
currentTarget.gotoAndStop(currentTarget.totalFrames - 1);
}
}
//Check for mouse movement to the right
else if(current_mouseX > old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame + 1 <= currentTarget.totalFrames - 1){
currentTarget.gotoAndStop(currentTarget.currentFrame + 1);
}
//If not, restart at frame 0
else{
currentTarget.gotoAndStop(0);
}
}
//Update the old mouse position
old_mouseX = current_mouseX;
}
add a comment |
Animate CC 19.0 comes with a new doctype that lets you export for VR 360 and VR Panorama content out of the box.
Refer here for more details: https://helpx.adobe.com/animate/using/virtual-reality.html
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
Once you drag the item on the stage, double click to get to the properties. You should find "Rotation". Enter 359 (not 360, as this will make the wheel jump). You can also enter how many times you want it to rotate.
Hope this helps!
PM
add a comment |
Once you drag the item on the stage, double click to get to the properties. You should find "Rotation". Enter 359 (not 360, as this will make the wheel jump). You can also enter how many times you want it to rotate.
Hope this helps!
PM
add a comment |
Once you drag the item on the stage, double click to get to the properties. You should find "Rotation". Enter 359 (not 360, as this will make the wheel jump). You can also enter how many times you want it to rotate.
Hope this helps!
PM
Once you drag the item on the stage, double click to get to the properties. You should find "Rotation". Enter 359 (not 360, as this will make the wheel jump). You can also enter how many times you want it to rotate.
Hope this helps!
PM
answered Feb 14 '17 at 0:53
user7560416
1
1
add a comment |
add a comment |
If you open the Info panel (Window > Info), you'll notice that when you move your mouse cursor to the left, the x value decreases and when you move your cursor to the right, the x value increases.
You could apply the same concept here. You will need a variable to keep track of your old x mouse position and a variable to keep track of your new x mouse position.
If your new mouse position is greater than the old mouse position, you can assume the mouse is moving to the right and you would go forward a frame. If your new mouse position is less than the old mouse position, you can assume your mouse is moving to the left and you would go backwards a frame. You'll also have to take into account going "forward" on the last frame and going "backwards" on the first frame of your MovieClip.
Here's one way that you can approach this:
//Create a reference to store the previous x mouse position
var old_mouseX = 0;
//Add an event listener
this.Silver.addEventListener("pressmove", mouseMovementHandler);
//Mouse movement handler
function mouseMovementHandler(event){
//Get a reference to the target
var currentTarget = event.currentTarget;
//Get a reference to the current x mouse position
var current_mouseX = stage.mouseX;
//Check for mouse movement to the left
if(current_mouseX < old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame - 1 >= 0 ){
currentTarget.gotoAndStop(currentTarget.currentFrame - 1);
}
//If not, restart on the last frame of the MovieClip
else{
currentTarget.gotoAndStop(currentTarget.totalFrames - 1);
}
}
//Check for mouse movement to the right
else if(current_mouseX > old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame + 1 <= currentTarget.totalFrames - 1){
currentTarget.gotoAndStop(currentTarget.currentFrame + 1);
}
//If not, restart at frame 0
else{
currentTarget.gotoAndStop(0);
}
}
//Update the old mouse position
old_mouseX = current_mouseX;
}
add a comment |
If you open the Info panel (Window > Info), you'll notice that when you move your mouse cursor to the left, the x value decreases and when you move your cursor to the right, the x value increases.
You could apply the same concept here. You will need a variable to keep track of your old x mouse position and a variable to keep track of your new x mouse position.
If your new mouse position is greater than the old mouse position, you can assume the mouse is moving to the right and you would go forward a frame. If your new mouse position is less than the old mouse position, you can assume your mouse is moving to the left and you would go backwards a frame. You'll also have to take into account going "forward" on the last frame and going "backwards" on the first frame of your MovieClip.
Here's one way that you can approach this:
//Create a reference to store the previous x mouse position
var old_mouseX = 0;
//Add an event listener
this.Silver.addEventListener("pressmove", mouseMovementHandler);
//Mouse movement handler
function mouseMovementHandler(event){
//Get a reference to the target
var currentTarget = event.currentTarget;
//Get a reference to the current x mouse position
var current_mouseX = stage.mouseX;
//Check for mouse movement to the left
if(current_mouseX < old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame - 1 >= 0 ){
currentTarget.gotoAndStop(currentTarget.currentFrame - 1);
}
//If not, restart on the last frame of the MovieClip
else{
currentTarget.gotoAndStop(currentTarget.totalFrames - 1);
}
}
//Check for mouse movement to the right
else if(current_mouseX > old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame + 1 <= currentTarget.totalFrames - 1){
currentTarget.gotoAndStop(currentTarget.currentFrame + 1);
}
//If not, restart at frame 0
else{
currentTarget.gotoAndStop(0);
}
}
//Update the old mouse position
old_mouseX = current_mouseX;
}
add a comment |
If you open the Info panel (Window > Info), you'll notice that when you move your mouse cursor to the left, the x value decreases and when you move your cursor to the right, the x value increases.
You could apply the same concept here. You will need a variable to keep track of your old x mouse position and a variable to keep track of your new x mouse position.
If your new mouse position is greater than the old mouse position, you can assume the mouse is moving to the right and you would go forward a frame. If your new mouse position is less than the old mouse position, you can assume your mouse is moving to the left and you would go backwards a frame. You'll also have to take into account going "forward" on the last frame and going "backwards" on the first frame of your MovieClip.
Here's one way that you can approach this:
//Create a reference to store the previous x mouse position
var old_mouseX = 0;
//Add an event listener
this.Silver.addEventListener("pressmove", mouseMovementHandler);
//Mouse movement handler
function mouseMovementHandler(event){
//Get a reference to the target
var currentTarget = event.currentTarget;
//Get a reference to the current x mouse position
var current_mouseX = stage.mouseX;
//Check for mouse movement to the left
if(current_mouseX < old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame - 1 >= 0 ){
currentTarget.gotoAndStop(currentTarget.currentFrame - 1);
}
//If not, restart on the last frame of the MovieClip
else{
currentTarget.gotoAndStop(currentTarget.totalFrames - 1);
}
}
//Check for mouse movement to the right
else if(current_mouseX > old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame + 1 <= currentTarget.totalFrames - 1){
currentTarget.gotoAndStop(currentTarget.currentFrame + 1);
}
//If not, restart at frame 0
else{
currentTarget.gotoAndStop(0);
}
}
//Update the old mouse position
old_mouseX = current_mouseX;
}
If you open the Info panel (Window > Info), you'll notice that when you move your mouse cursor to the left, the x value decreases and when you move your cursor to the right, the x value increases.
You could apply the same concept here. You will need a variable to keep track of your old x mouse position and a variable to keep track of your new x mouse position.
If your new mouse position is greater than the old mouse position, you can assume the mouse is moving to the right and you would go forward a frame. If your new mouse position is less than the old mouse position, you can assume your mouse is moving to the left and you would go backwards a frame. You'll also have to take into account going "forward" on the last frame and going "backwards" on the first frame of your MovieClip.
Here's one way that you can approach this:
//Create a reference to store the previous x mouse position
var old_mouseX = 0;
//Add an event listener
this.Silver.addEventListener("pressmove", mouseMovementHandler);
//Mouse movement handler
function mouseMovementHandler(event){
//Get a reference to the target
var currentTarget = event.currentTarget;
//Get a reference to the current x mouse position
var current_mouseX = stage.mouseX;
//Check for mouse movement to the left
if(current_mouseX < old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame - 1 >= 0 ){
currentTarget.gotoAndStop(currentTarget.currentFrame - 1);
}
//If not, restart on the last frame of the MovieClip
else{
currentTarget.gotoAndStop(currentTarget.totalFrames - 1);
}
}
//Check for mouse movement to the right
else if(current_mouseX > old_mouseX){
//Check if we're within the total frames of the MovieClip
if(currentTarget.currentFrame + 1 <= currentTarget.totalFrames - 1){
currentTarget.gotoAndStop(currentTarget.currentFrame + 1);
}
//If not, restart at frame 0
else{
currentTarget.gotoAndStop(0);
}
}
//Update the old mouse position
old_mouseX = current_mouseX;
}
answered Apr 26 at 13:24
dommiDom
113
113
add a comment |
add a comment |
Animate CC 19.0 comes with a new doctype that lets you export for VR 360 and VR Panorama content out of the box.
Refer here for more details: https://helpx.adobe.com/animate/using/virtual-reality.html
add a comment |
Animate CC 19.0 comes with a new doctype that lets you export for VR 360 and VR Panorama content out of the box.
Refer here for more details: https://helpx.adobe.com/animate/using/virtual-reality.html
add a comment |
Animate CC 19.0 comes with a new doctype that lets you export for VR 360 and VR Panorama content out of the box.
Refer here for more details: https://helpx.adobe.com/animate/using/virtual-reality.html
Animate CC 19.0 comes with a new doctype that lets you export for VR 360 and VR Panorama content out of the box.
Refer here for more details: https://helpx.adobe.com/animate/using/virtual-reality.html
answered Nov 11 at 17:49
thirstyClouds
1245
1245
add a comment |
add a comment |
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