Re: [Flashcoders] fuse kit and events

2006-08-29 Thread Moses Gunesch

On Aug 15, 2006, at 7:58 PM, Dan Rogers wrote:
I agree, I was a bigger fan of the Zigo project before it started  
getting so big in file size.
Tween is a great built-in tool, and Fuse is a nice toy with a 20k  
price tag.


True, the filesize has gotten bloated as it's become more of a swiss  
army knife. Just to keep you posted on the latest developments  
though, the newest Fuse Kit is broken out into classes that you can  
mix and match as needed, which saves filesize. Another thing to do is  
to publish your final without trace, which further reduces filesize.


The current ZigoEngine (without trace) is just under 10K, that's  
approximately the same as when Zigo released his (I think it was  
around 8k or so).


To set up the newest Fuse, you use this sort of syntax,

import com.mosesSupposes.fuse.*;
ZigoEngine.register(Shortcuts, Fuse, FuseFMP, PennerEasing);

Note that *all* of the classes registered here are optional, and you  
don't have to call register at all if you won't use any of them, just  
start tweening using ZigoEngine.doTween().


+ Shortcuts contains all the old zeh / zigo style prototypes like  
alphaTo so you can use the engine *without* altering any actual  
prototypes, unless you want that extra feature. (You can also choose  
to copy and remove shortcuts to specific targets at runtime with  
functions like initialize).


+ Fuse is an optional sequencer add-on that solves a lot of the  
problems I hear everyone needing, even in recent posts to this list.  
It proposes an extremely concise syntax for sequencing animation,  
events, and callbacks. You can group as well as overlap the edges of  
sequenced tweens which gives it amazing flexibility. Instead of hard- 
coding everything in advance you can also query any value at runtime.


+ FuseFMP is a filter management tool based on FMP from Germany, that  
has been updated and integrated into the Fuse Kit to make it super  
simple to tween and manage bitmap filters like Blur and so on.


+ PennerEasing is an optional set of shortcuts, originally shipped  
with Zigo's engine, like easeInOutQuint, although you may choose to  
simply exclude that class and use the mx.transitions.easing functions  
instead.


...Fuse will change with Flash 9, it is firmly rooted in AS2  
(especially the ZigoEngine class which is full of workarounds for AS2  
issues like speed, object and memory management and so on that are  
solved in AS3). But for now and the next few months while AS2 is  
still our common language, fuse should solve a lot of you guys'  
issues with simplicity in sequencing and tweening. I hope it can help  
you out!  http://wwwmosessupposes.com/Fuse/.


Ciao,
moses



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[Flashcoders] fuse kit and events

2006-08-15 Thread flashcoders

allright boys.
just switched over from kicking with the regular laco tween class to using
the fuse kit engine.
though i am having some problems with the events.

first off i import (into one of my classes):

import com.mosesSupposes.fuse.* ;

then i do like:
var menuPress_out = new Fuse ( { target : clip , _height : 400 , ease :
'easeOutElastic' , seconds : 1.9 , delay : 0 } ) ;

so far so good. tween executes and works smooth.
though now i want to assign an event to this baby.

usually i use my own eventhandler class and with that i would just add like:

EventDelegate.create ( menuPress_out , onComplete , tweenDone ) ;

but of course this doesn't work. event is totally ignored. same result if
i use the adobe/mm eventdispatcher - nothing.

been reading a lot on the fuse site and doing a lot a googling, but i just
can't figure it out - seems like there is a million diffrent syntaxes..

anyone been doing this?

thanks,
fred



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Re: [Flashcoders] fuse kit and events

2006-08-15 Thread flashcoders

can add to that, that i dont want to use the callback thingie ({scope,
func,args}), since i want to check for events like onAdvance and similar..




 allright boys.
 just switched over from kicking with the regular laco tween class to using
 the fuse kit engine.
 though i am having some problems with the events.

 first off i import (into one of my classes):

 import com.mosesSupposes.fuse.* ;

 then i do like:
 var menuPress_out = new Fuse ( { target : clip , _height : 400 , ease :
 'easeOutElastic' , seconds : 1.9 , delay : 0 } ) ;

 so far so good. tween executes and works smooth.
 though now i want to assign an event to this baby.

 usually i use my own eventhandler class and with that i would just add
 like:

 EventDelegate.create ( menuPress_out , onComplete , tweenDone ) ;

 but of course this doesn't work. event is totally ignored. same result if
 i use the adobe/mm eventdispatcher - nothing.

 been reading a lot on the fuse site and doing a lot a googling, but i just
 can't figure it out - seems like there is a million diffrent syntaxes..

 anyone been doing this?

 thanks,
 fred



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Re: [Flashcoders] fuse kit and events

2006-08-15 Thread [b) a d i
since you're mentioning it, i'd like to know what benefits you sought by
using thisi've yet to find a reason to use this over the tween class but
i know several people who swear by it and i'm not convinced...
thanks
- Original Message -
From: [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, August 15, 2006 2:09 AM
Subject: Re: [Flashcoders] fuse kit and events



 can add to that, that i dont want to use the callback thingie ({scope,
 func,args}), since i want to check for events like onAdvance and similar..



 
  allright boys.
  just switched over from kicking with the regular laco tween class to
using
  the fuse kit engine.
  though i am having some problems with the events.
 
  first off i import (into one of my classes):
 
  import com.mosesSupposes.fuse.* ;
 
  then i do like:
  var menuPress_out = new Fuse ( { target : clip , _height : 400 , ease :
  'easeOutElastic' , seconds : 1.9 , delay : 0 } ) ;
 
  so far so good. tween executes and works smooth.
  though now i want to assign an event to this baby.
 
  usually i use my own eventhandler class and with that i would just add
  like:
 
  EventDelegate.create ( menuPress_out , onComplete , tweenDone ) ;
 
  but of course this doesn't work. event is totally ignored. same result
if
  i use the adobe/mm eventdispatcher - nothing.
 
  been reading a lot on the fuse site and doing a lot a googling, but i
just
  can't figure it out - seems like there is a million diffrent syntaxes..
 
  anyone been doing this?
 
  thanks,
  fred
 
 
 
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Re: [Flashcoders] fuse kit and events

2006-08-15 Thread Dan Rogers
I can't necessarily vouch for the Fuse part of the Fuse / Zigo  
engine, but I can say that in certain circumstances, the Zigo tween  
engine will perform more smoothly than the mx Tween class.  The mx  
Tween class is based entirely on frames to generate the animation,  
and will (at the expense of performance) render all of the frames as  
you specify them.The Zigo engine on the other hand uses a time- 
based system which will only play through as many frames necessary to  
complete your animation.  The benefit of Zigo is that you can change  
the framerate of your movie, and it will drop/add frames to play to  
your specified duration.  However in certain circumstances, you may  
want frame-level control over your animation, where the mx Tween  
class would be a better choice.


Hope that helps...

-Danro

On Aug 15, 2006, at 7:49 AM, [b) a d i [EMAIL PROTECTED] wrote:

since you're mentioning it, i'd like to know what benefits you  
sought by
using thisi've yet to find a reason to use this over the tween  
class but

i know several people who swear by it and i'm not convinced...
thanks





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Re: [Flashcoders] fuse kit and events

2006-08-15 Thread Dan Rogers
To clarify, the mx Tween package does allow you to set 'useSeconds'  
as an option to drop/add frames, however from what I understand, the  
Zigo engine has always been more optimized to handle time-based  
animation.   Performance aside, I think most people look to the  
Fuse / Zigo kit for all of the additional shortcut functions...



On Aug 15, 2006, at 9:13 AM, Dan Rogers wrote:

I can't necessarily vouch for the Fuse part of the Fuse / Zigo  
engine, but I can say that in certain circumstances, the Zigo tween  
engine will perform more smoothly than the mx Tween class.  The mx  
Tween class is based entirely on frames to generate the animation,  
and will (at the expense of performance) render all of the frames  
as you specify them.The Zigo engine on the other hand uses a  
time-based system which will only play through as many frames  
necessary to complete your animation.  The benefit of Zigo is that  
you can change the framerate of your movie, and it will drop/add  
frames to play to your specified duration.  However in certain  
circumstances, you may want frame-level control over your  
animation, where the mx Tween class would be a better choice.


Hope that helps...

-Danro

On Aug 15, 2006, at 7:49 AM, [b) a d i [EMAIL PROTECTED] wrote:

since you're mentioning it, i'd like to know what benefits you  
sought by
using thisi've yet to find a reason to use this over the tween  
class but

i know several people who swear by it and i'm not convinced...
thanks





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Re: [Flashcoders] fuse kit and events

2006-08-15 Thread Dan Rogers
I agree, I was a bigger fan of the Zigo project before it started  
getting so big in file size.


Tween is a great built-in tool, and Fuse is a nice toy with a 20k  
price tag.


-Danro


On Aug 15, 2006, at 10:56 AM, [b) a d i wrote:

Thanks for the explainations...i frequently create swfs that need  
to be
under 30k and by not using this component i've saved 20k...i also  
ran them
side by side and really didn't notice much difference in  
performance...since
then i've hacked the tween class, but i just wanted to hear other  
opinions

about it

so thanks

b
- Original Message -
From: Dan Rogers [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, August 15, 2006 10:37 AM
Subject: Re: [Flashcoders] fuse kit and events



To clarify, the mx Tween package does allow you to set 'useSeconds'
as an option to drop/add frames, however from what I understand, the
Zigo engine has always been more optimized to handle time-based
animation.   Performance aside, I think most people look to the
Fuse / Zigo kit for all of the additional shortcut functions...


On Aug 15, 2006, at 9:13 AM, Dan Rogers wrote:


I can't necessarily vouch for the Fuse part of the Fuse / Zigo
engine, but I can say that in certain circumstances, the Zigo tween
engine will perform more smoothly than the mx Tween class.  The mx
Tween class is based entirely on frames to generate the animation,
and will (at the expense of performance) render all of the frames
as you specify them.The Zigo engine on the other hand uses a
time-based system which will only play through as many frames
necessary to complete your animation.  The benefit of Zigo is that
you can change the framerate of your movie, and it will drop/add
frames to play to your specified duration.  However in certain
circumstances, you may want frame-level control over your
animation, where the mx Tween class would be a better choice.

Hope that helps...

-Danro

On Aug 15, 2006, at 7:49 AM, [b) a d i [EMAIL PROTECTED]  
wrote:



since you're mentioning it, i'd like to know what benefits you
sought by
using thisi've yet to find a reason to use this over the tween
class but
i know several people who swear by it and i'm not convinced...
thanks





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