Comments on: Flash CS5 exports weird FXG https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/ Archive of older blog posts written by Josh Tynjala about Flash, Flex, and ActionScript Wed, 26 Jun 2013 02:52:46 +0000 hourly 1 https://wordpress.org/?v=4.9.9 By: ash https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/#comment-7102 Wed, 13 Apr 2011 21:20:48 +0000 http://joshblog.net/?p=1026#comment-7102 Thx. Given a few artists, copy ‘n paste is going to be very cumbersome with skins being constantly tweaked.

I found some more info here

Although one of the comments suggests “You can simply add the fxg file to a package in your flex project and then the builder will treat it like a component. you add it wherever you want that way without copying the markup.”

I’m going to give that a try. Cheers!

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By: Josh Tynjala https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/#comment-7098 Wed, 13 Apr 2011 20:44:09 +0000 http://joshblog.net/?p=1026#comment-7098 Yeah, it’s copy and paste. Basically, I export FXG for the whole document, do a text search for the symbol name that I want, and then copy the section I need. Unless a tool specifically exports Flex skins, that’s probably the only way you can do it. Personally, it doesn’t feel too cumbersome for my needs.

That said, you might be able to export a specific symbol as FXG from Flash instead. I don’t think I tried. In that case, you can use the FXG file as a class in your Flex project’s skins. With a good JSFL, you could export individual symbols as FXG files and then it’s mostly automated.

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By: ash https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/#comment-7095 Wed, 13 Apr 2011 20:36:38 +0000 http://joshblog.net/?p=1026#comment-7095 How do FXG exports from Flash fit into a Flex 4 pipeline? Is it a lot of manual copy and paste into MXML skin classes?

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By: Judah https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/#comment-1896 Fri, 24 Sep 2010 22:26:12 +0000 http://joshblog.net/?p=1026#comment-1896 Yeah, I don’t think the tools are quite there yet. It’d be nice if they open sourced the FXG export code. There’s a list of things I’d update a few of which I’ve mentioned here, http://www.judahfrangipane.com/blog/?p=320.

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By: Fintan https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/#comment-1895 Fri, 24 Sep 2010 15:26:06 +0000 http://joshblog.net/?p=1026#comment-1895 it would be nice if the Flash fxg exported the scale nine info as values for scaleGridLeft, scaleGridRight, scaleGridTop and scaleGridBottom in a spark Group node. Is scale9 defined in FXG?

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By: Josh Tynjala https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/#comment-1894 Thu, 26 Aug 2010 19:35:39 +0000 http://joshblog.net/?p=1026#comment-1894 Thanks for the correction, Tink. Looks like most of the features of the Rectangle Primitive Tool in Flash CS5 should be supported, actually.

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By: Tink https://joshblog.net/2010/08/25/flash-cs5-exports-weird-fxg/#comment-1893 Thu, 26 Aug 2010 11:43:37 +0000 http://joshblog.net/?p=1026#comment-1893 I have to agree the FXG that gets exported by Adobe tools really isn’t that readable at all.

Exports from Illustrator also seems to turn everything into paths, Fireworks seems to be cleanest, but that said it still aint great.

Ideally all paths would have an x and y position of where they are inside their container with the Path itself always starting at 0. This would make things much easier to move into skins.

On a side note Rect does support rounded corners.

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