FlashMX performance
- Started
- Last post
- 9 Responses
- Bullitt
Created some 3d animation in swift, and rasterized it saved for swf player.
The files 36mb.. When importing into flashmx.. the performance has slowed right down. To the point were flash is freezing up.
Iam thinking its because the file size of the swf file iam importing is to big. Is there any way I can increase the performance of flash? or any other ways of fixing this?Cheers
- emecks0
36MB is very roughly 72 times too big.
Ideally don't go over 500k, never go beyond 1MB.
I know it still works but it will run like a 3 legged sloth.
- Bullitt0
Yeah it runs fine in it. But the editing capabilty is reduced because of the memory or somthing.
- emecks0
see my last post for advice about filesize.
Only thing you can do is use seperate SWFs and stitch them together....
- ********0
Ideally don't go over 500k, never go beyond 1MB.
I know it still works but it will run like a 3 legged sloth.
emecks
(Apr 18 05, 04:00)Really? Are you talking about the fla's or swf's mx? I quite often find myself working on 5Mb plus fla's without problems.
- Bullitt0
What would you suggest editing in then, with a file bigger than 30mb?
- emecks0
Aye, really, no joke, seriously, in earnest etc etc etc..
The best strategy is to use multiple files, loadMovie commands and make a system whereby you load them prior to playing them....
I once got something like 15 SWFs that were supposed to run seamlessly but altogether are many MBs...this was the end result...
- fate_redux0
Isn't the point of swift is that you can render 3d without raster images?
- Bullitt0
yes. but I have given it a skin as a bmp file. So I can only rasterize it.
- Bullitt0
The image I'm using as a material was originally created in adobe Illustrator. Is there a way I can use an eps image as a material?
Cheers