Changing flash frame rates
- 16Bits
-
16Bits
- Member since: Oct. 7, 2008
- Offline.
-
- Forum Stats
- Member
- Level 01
- Blank Slate
Is there a way to "pull up" the frame rate of a flash movie when being published? For instance, if the project runs at the default 12 fps, can flash bump up the frame rate to 24 fps and interpolate the extra frames needed?
- Ashed-Dreams
-
Ashed-Dreams
- Member since: Jun. 27, 2005
- Offline.
-
- Forum Stats
- Member
- Level 09
- Blank Slate
press f8 to change the project settings.
- 16Bits
-
16Bits
- Member since: Oct. 7, 2008
- Offline.
-
- Forum Stats
- Member
- Level 01
- Blank Slate
I don't want to change the frame rate in the flash document, 12 is just fine. I want, when exported, the frame rate to be interpolated up to 24. Everything will run (seemingly) at 12 fps just as before, but in actuality, each frame is doubled (24 fps). This higher frame rate is required to sync to programs like Pro Tools.
- NutStation
-
NutStation
- Member since: Apr. 23, 2008
- Offline.
-
- Forum Stats
- Member
- Level 03
- Blank Slate
If you did your work mostly with the animation part/ design part of flash then what you are thinking is probably not possible. Howver if your animation is done in code, you could always fix your mainloop and create a main "update function" that supports a time-step variable.
In shor tis will allow you to do all sorts of scaling up/down/slow motion, adaptive FPS ++++
I am using this in my game and it is really sweet.
- henke37
-
henke37
- Member since: Sep. 10, 2004
- Offline.
-
- Forum Stats
- Member
- Level 30
- Blank Slate
Flash is already interpolating in tweens, just adjust the length of the tweens to match with the new framerate.
Each time someone abuses hittest, God kills a kitten. Please, learn real collision testing.
- Sam
-
Sam
- Member since: Oct. 1, 2005
- Offline.
-
- Forum Stats
- Moderator
- Level 19
- Programmer
If its just an animation try:
onLoad = function(){
t = 0.24
}
onEnterFrame = function(){
t-=1/12
if(t<0){
t=0.24
play();
}else{
stop();
}
}
Thatll run it half as fast, unless I was mistaken that should work.
- Denvish
-
Denvish
- Member since: Apr. 25, 2003
- Offline.
-
- Send Private Message
- Browse All Posts (15,977)
- Block
-
- Forum Stats
- Member
- Level 46
- Blank Slate
It's certainly possible to drop the framerate, but if it's only running at 12 FPS you aren't ever going to get a satisfactory simulation of 24 FPS. Even if you use an interval or getTimer() to force more frequent frame changes, they'll still only be processed and rendered at 12 FPS, so you'll end up with jerky movement.
Much better to start off at with the project framespeed at 30FPS, use AS to drop it to 12 FPS at run time and then again to jack it up to 24 when required
- henke37
-
henke37
- Member since: Sep. 10, 2004
- Offline.
-
- Forum Stats
- Member
- Level 30
- Blank Slate
Actually, it is possible to change the framerate with actionscript, but only version 3. Without using dirty hacks to reimplement the basics of movie playback.
Each time someone abuses hittest, God kills a kitten. Please, learn real collision testing.



