i was always under the impression that the best way of doing that (for games sprite animations for instance) is bitmap 'blitting' where you use a tilesheet and then use bitmap draw to pull the current frame you want to show into your actual sprite
a quick search turned this up which looks pretty comprehensive: http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/ <http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/> best a On 8 September 2010 20:21, Zeh Fernando <[email protected]> wrote: > Just have them all on stage and set visible on and off. No crazy setup > needed. > > > Zeh > > On Wed, Sep 8, 2010 at 2:50 PM, Kevin Newman <[email protected]> wrote: > > > What is the fastest way to animate a series of bitmaps (say 20 frames). > > > > Here's a couple of ideas: > > > > A single big image behind a frame sized mask, move it one frame > > onEnterFrame. > > > > A series of memory cached Bitmap objs, swap them using > addChild/removeChild > > (or set visible?) onEnterFrame. > > > > A series of memory cached BitmapData objs swap them by resetting > > bmp.bitmapData onEnterFrame. > > > > Anything faster is nice too - particularly on mobile. > > > > Thanks! > > > > Kevin N. > > > > > > _______________________________________________ > > Flashcoders mailing list > > [email protected] > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > > _______________________________________________ > Flashcoders mailing list > [email protected] > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

