Very interesting.
Thank you.
Karl
Sent from losPhone
On Apr 19, 2009, at 11:52 AM, Anthony Pace <anthony.p...@utoronto.ca>
wrote:
It just popped into my head that that we did not give you every
option. I figured, that although following the tips to increase the
frame rate is a good idea, you could have an fps counter in your
code try to maintain at a solid 24 fps lapse time; yet, if it dips
lower or goes higher, you could redraw less or more, respectively,
of the frames as long as you know the position your objects are
supposed to be in at a given time.
In your case your animations are on the timeline, so you could tell
it to skip to a frame; as well, I know there used to be a trick
about putting a blank sound file on the time line and when I googled
it, this is all I came up with:
"You may need to put a fake *sound* (*blank*, silent mp3 *file*) of
the same duration as your video on the *timeline* with your animated
mask to get it to play in sync. Create an mp3 *file* of the proper
duration or longer (it won't matter if it's longer as long as you
don't loop your animation) and save it to as small a *file* as you
can (you will need to keep it at 44.1kHz sample *rate*, but you can
make it 2-4 or 8 bit mono depending on your audio app's abilities).
Place this *file* in your library and then create a *blank* layer
and in the properties panel for that layer, select the mp3 *file*
and set it to "stream" rather than "event" This will force your
*timeline* animation to keep up with the audio *file* at the frame
rate of your movie."
Karl DeSaulniers wrote:
Perfect thank you...
Karl DeSaulniers
Design Drumm
http://designdrumm.com
On Apr 1, 2009, at 5:34 PM, Anthony Pace wrote:
http://library.forum.nokia.com/index.jsp?topic=/Flash_Lite_Developers_Library/GUID-8EFDF519-AB3B-4FAC-804B-8FDFD08F9968.html
Most of it should apply
Some basic keys are:
* reduce the use of filters
* reduce the detail of your bitmaps
* try not to rotate objects with filters on them
* reduce the amount of objects you have on the stage being
animated
at once
* reduce the use of alpha effects
* reuse objects where possible instead of making new one, as each
object needs to be stored in memory
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