Importing Multiple Images - Resulting Symbol Names
Aug 20, 2009
I'm having to import a whole bunch of images, and when I import them to the library, each image gets a symbol automatically generated. However, instead of the symbol being named after the image itself, it just gets Symbol1, Symbol2, Symbol3, etc... Also, the images I'm importing are not sequences, just different/separate images I know I'm going to need to use. Is there anyway (within CS4 BTW) when importing these images, the resulting symbols are named after the images themselves so I can more easily seperate them out as appropriate? And is there anyway to import images into the library, but within specific folder structures created within the library?
I'm having to import a whole bunch of images, and when I import them to the library, each image gets a symbol automatically generated. However, instead of the symbol being named after the image itself, it just gets Symbol1, Symbol2, Symbol3, etc... Also, the images I'm importing are not sequences, just different/separate images I know I'm going to need to useIs there anyway (within CS4 BTW) when importing these images, the resulting symbols are named after the images themselves so I can more easily seperate them out as appropriate?
We've got an Illustrator file with something over 1,000 layers. We're trying to import this into Flash and keep the layer names intact, such that they become the names of the movie clips that are imported for each layer and can be used programmatically. (It is a diagram and arrows, boxes, etc all have callout names that will eventually allow them to link to a database.)As near as I can tell, the Import dialog will NOT pass this info across between the two parts of the dialog.
Basically I have 51 separate static images that I need to import into Flash and then use to form an animation. I don't want to simply make them into a gif unless I can manually control the animation (the images essentially represent a 'health bar' in a game, so I need to be able to control what is shown based on the amount of 'health' the player has). I have been told that there is an easy way to do this in Flash, but the person I was talking to wasn't sure how to go about it.
I'm building a platforming game using AS2. I just got collision detection working between my character and multiple instances of an object. the different collisions (top, left, right, and bottom of platform blocks) are determined by a single symbol with 4 instances named for the different sides. this is good if i only want to have one block. is there a way to reference the symbol name in the actionscript or to have multliple instances of the same name to actually work?
i'm creating an application using AS3.0 and class files. in this application i have a MovieClip in the library i'm using that contains several symbols and configurable textfields and have already defined the functionality for these symbols. my question is, if i'm creating an application and through actionscript and i'm spawning instances of a symbol, do i have to define the functionality and initialize this symbol in the main application class?
specifics: i'm creating a panorama app with markers that are papervision3d planes. they use a movieClip texture that i've created and i want to configure textfields and display pictures that describe the info in the marker. i created a panoApp.as class file that configures the panorama. but i also have a marker.as class that defines the symbol's behavior. this movieclip has symbols in it it's stage that i've defined (ie: name_textfield, description_textfield, etc..) when i compile the project, the compiler errors saying that the variables/identified internal symbols are missing.
Is there a way to avoid this? I import A LOT of bitmaps all the time and it's really really annoying to have to delete the graphic symbol flash creates with it.
Couldn't find a way to toggle this "feature" off in preferences.
If I am to import an image and I wish to use it as a sprite or something like that; How do I remove the white areas? For example, if I was going to create a custom cursor or something like that, an I was to use this image: Image - how would I remove the white areas, so that they are transparent. I would also like to know if it is possible to set where the center of rotation in an image is?I do all my image work on Photoshop, if that is of any significance.
I'm trying to import images from photoshop into flash but they're not the right size. I've created both documents size 720pix X 560 pix, but the size/shape of each document does not ever match
i am trying to import dicom images into flash. as this is nota standard format, images must be rendered pixel by pixel. to dothis though, the images must be imported to the library.however,flash will not import this to the library as it does not recognisethe file format.
I use Flash primarily for animation. The project I'm working on currently is a hefty 1920 X 1080 square pixel file and currently weighs in at 187mb because of all the sounds and jpg images.It's 2 minutes long.
The problem occuring is new to me as I've never worked with projects this long or in this resolution. Or with this much data (sound effects, jpgs, etc).
The problem is this: I'm trying to import a high resolution photograph (3500x2500) onto the stage or even just in the library. I'm using the photos to get an idea on where the final animation will be placed (photo backgrounds, flash animation, composited in After Effects, think Roger Rabbit).
I have get our client 200 tga picture (renders), i want to insert this picture one by one key frame how can i do automatically.I am try to select & stage but picture is place one over another.
i've got a few vector images of fruits and breads that i exported as SWF in Illustratorwhen i imported the bread vector file into Flash, for example, the gradient portions of it becomes a fuzzy bitmap while the solid-fill areas are retained as vectors.don't understand why this is happening i've had no prob importing gradient vectors into Flash before, but somehow this lot of gradient vectors are turning into bitmaps instead.
I have created a simple image gallery of the back of tutorial.It imports images listed in a xml file to flash. it works fine untill i add more than 22 images . if i have any more than 20 images the tweening (fading in and out )goes all jerky if not at all, and does not run smoothly.Please find the code below:
this may be a bit of a noobie question, but I am just starting to learn flash. my instructor wants us to take the game we've been working on and break it down into multiple different classes, rather than having all the code under our Main.as
I broke down the code into seperate .as files, but now i'm having difficulty figuring out how to call to the external files.
[Code]...
Main is linked to the stage, and Character is also loading (not sure how), but I can seem to figure out how to link in objects and walls so the character doesn't fall through the floor when loaded.
I am new to Flash and ActionScript 3.0. This code (which I think is the code to import an image onto the stage dynamically using AS3 code and convert it to MovieClip, so that I can access mouse_click events on the image present on the stage.) Actually, it is displaying nothing on output and no errors. Will it works good and is the code correct? I am new to AS3.0.
Flash cs5 keeps crashing when importing images onto stage I plan on tracing a drawing I made. They aren't that big so I don't know why cs5 crashesI'm using windows 7- 64 bit.Quard processor and 8 gb of ram
Here is the error I recieve: Problem signature: Problem Event Name: APPCRASH Application Name: Flash.exe Application Version: 11.0.0.485 Application Timestamp: 4badda9d Fault Module Name:
I made this flash CS3 project using Actionscript 2.0
I want to import some images in a folder to stage. The images are named 1.jpg, 2.jpg, 3.jpg etc.. All these images are 600px in width.
I used a movieclip as a container for these images.
Here's the code.for(i=0; i<3; i++){img_scroll.attachMovie("imgbar", "img"+i, _root.getNextHighestDepth());img_scroll["img"+i]._x = i * 600;img_scroll["img"+i]._y = 0;loadMovie(i+1 +".jpg", img_scroll["img"+i]);}
img_scroll is the movieclip that should contain the images. and imgbar is an empty movieclip.
When i run this code, only the last image is loaded. since i used i<3 in the for loop, only the 3rd image is loaded. its in the right place. (_x = 1800). The first and second images are not loaded...
PS: If i use _root.attachMovie, and _root instead of img_scroll everywhere, all the images are loaded perfectly and in place. But i want them to be inside the img_scroll movieclip. Because that will be animating.
I am trying to import this transparent text with drop shadow but everytime I try to save it as a .gif or .png the quality is horrible. I've played around with the settings.
Is it possible to import at once all the classes from my subfolders which share the same folder? For example, in folder A there's subfolder A1, A2, A3, A4...A10, in each of these subfolders there's a class, and I want to import all of them without typing:
I'm trying to load into flash some images from a client's server. The problem is that some of these images have been uploaded to the server with spaces and special latin characters like the following example:
i have an array to load images with a loop, but then i wanted to get the names of the loaded images to add listener to each one... then i remember that all display objects in ActionScript 3 have a name property... then whenever i create a Loader object i can assign a name to it... but it does not work if i try to call the object by his name and add a listener... it only works if i put a conditional with the target name, so if i want to locate any of the other loaded objects for any porpouse it is not possible to me...
I'm working on a photogallery and I'm using xml to load names, images.the problem is: I want a button to open a new browser window but something is wrong with the variable, I think it is because of the function, but still don't know how to solve it.
this.onEnterFrame = function() { var bytes_loaded = holder.boton.getBytesLoaded(); var bytes_total = holder.boton.getBytesTotal();[code]....
I made this flash CS3 project using Actionscript 2.0 I want to import some images in a folder to stage. The images are named 1.jpg, 2.jpg, 3.jpg etc.. All these images are 600px in width. I used a movieclip as a container for these images.
[Code]....
When i run this code, only the last image is loaded. since i used Actionscript Code: i<3 in the for loop, only the 3rd image is loaded. its in the right place. (_x = 1800). The first and second images are not loaded...
My picture size is about 1000px by 1000px. It's pretty big, but simple. It has large circles, & when I place it in Flash, the circle's edges become pixelated and choppy, and not at all as smooth as it was in Photoshop. How can I maintain the quality? I tried putting a JPG in and a PSD, both of them looked really bad.
Since the demensions of some of them, i.e. phones as opposed to tablets, have a much smaller screen, wanted to use different sets of mc's depending on screen size (device dimension wise, not resolution).So a smaller device would use the mc's with larger gfx so they would still be decipherable and the larger devices could use smaller gfx so to be abale to get a larger part on the screen at the same time- I could just scale the entire screen clip all the time, but this will slow it down too much i think- I could create multiple instances and use different names and then sort them out run time in AS, but this would also steal processor time. Im not really for that.
- I could publish multiple versions, depending on device its for. But this would require me to maintain multiple sources on upgrades. I can feel the hurt already.I was hoping it is possible somehow to export the movieclips as .swf's or something and then sorting out run time wich one to import/use/load.Then, hopefully i can refer to them in my code with the same name's but they will be different sizes depending on wich i had chosen to include/load.
I am trying to make a game where I am going to have different "Tiles" for each type of terrain. in my code I am calling on "Tile_GOLD" like this for a hit test:
[Code]...
and so my problem is that Multiple instance names don't really work, so I tried exporting for actionscript and that didn't really help either. So is there a way that I can call the tile in the characters code or is there a way that I can determine the hittest in the tile? Not necessarily for all of them to go to the next frame but to maybe have them make the character not be able to move. Also if anyone could give me a hittest code for making a mc not be able to go through an object