Why do actives use a scale value rather that a pixel amount for resizing with events? How can i just use a normal pixel amount?
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Why do actives use a scale value rather that a pixel amount for resizing with events? How can i just use a normal pixel amount?
Because different animations on the same active can be different sizes.
To resize to a pixel value, set the scale to (desired size + 0.0)/(original size)
Ok thanks, i was just talking about this in the chat app and was going to delete this.
I don't like how MMF makes things annoying to use because theres a way to do it already so you have basic options missing because you can do it with another method and extra expressions when they shouldn't be needed.
I think it should allow resizing in pixels as default. MMF should just allow both options really then you could just use either way.
Did you miss me saying the reason why resizing in pixels isn't there?
Because the same object can change size without being scaled. Actives can be different sizes due to animation, counters change size based on number of digits, etc. Try using the animation editor to rotate an animation for the 45 degree directions and see what happens to the size of the frames.
Scale is a multiplier to whatever size the object has at the time. It's just much simpler this way.
No, did i say otherwise, i know what your saying but that doesn't mean it shouldn't be there there as a option though. I think MMF could have 'Resize Frame','Resize Animation Sequence' then possibly 'Resize All' on a active. As i said before you could have both. About it being much simpler, it all depends on what your doing with the active really so just because theres the option to animate it doesn't mean a standard resize command should be ignored.Quote:
Originally Posted by Dynasoft