Any programs out there that will automatically lip sync your animations for Flash that are available for OS X. I've found a few out there, but they're for Windows. If not, does anyone have a simple trick to make it less time consuming? I used to mess around in Flash but it's been ages. I remember essentially making each character a movie? Or was it making the mouth a movie? It ended up being that on the timeline you would just press a button and the right mouth would come up. I bet that sounds mental. Just keep in mind my Flash knowledge is super limited.
I am using Flash CS3 on a PC. I am trying to export an animation to quicktime (Export > Export movie) and have some problem regarding the sound. The animation contains actionscript 2.0loads external swf contains streaming soundsplay other sounds via actionscript. 4 scenes. When publishing the animation, it works fine, but when exporting it to .mov, the audio goes faster than the video.
Export setting: Video:Compression type: H.264Frame Rate: CurrentKeyFrames: 4 Sound:Compressor: 24-bit integerRate: 48.000KhzSize: 16BitUse: Stereo To be honest, I tried many other compression types and frame rates and keyframes, but nothing seem to work.
I tried: - importing the external swfs into the original animation - creating a streaming silence from frame 1 for continuous sound - capturing the animation using CamStudio, but it's not smooth enough
I'm trying to synchronize 5 mp3 (128kbs 44hz stereo), each one in a different SoundChannel, and some animation. I've red a lot about the variable delay of the soundChannel, and how the "position" property return where the soundchannel should be, and not where it actually is. But I didn't find any real solution to these issues.
For the moment what i'm doing :
- load the 5 mp3 in their soundChannel
- start the soundChannels
- put a timer to check the first soundChannel position to change the animation
I've tryed to solve the delay between the soundchannels by resynchronizing them after a few seconds to the first soundchannel position, but it's only getting worse.
I'm using Flash CS4 / AS3 but I can easily go back to AS2 if needed. And I can embed the mp3 in the swf or using any other audio format.
my as2 chops are minimal (as3 are non existent) but i have been animating in flash for a while.
I have a movie with an imported flv I made in AfterEffects. I have 2 movieClips that need to animate at certain times during the playback. I was able to add cuePoints in media encoder (i think) but can't figure out how to use them in flash.
I have a small animation that contains a doll, that need to be synchronized(doll should dance) with the song that is being played at the background. The song is loaded dynamically and the it should shake according to the music.
Now, I like to have my flash animated character (700kb) to speak dialogues, the related text should pop and go in the html side of the page.
I've already used this amazing cool script from Text highlight with audio sync in Jquery by Marnix van Valen & HTML5 works cool as he says. BUT, what about flash?
I've got my head around bones now, which isn't too bad once you get used to it. I have ten minutes of dialog which I have created mouth movements for in Lipsync MX, these are imported as a swf and then placed within my character's Head MovieClip.
Problem is, IK insists on using MovieClips instead of graphics. This means that the lip sync doesn't stay in touch with the main timeline - it only stays in sync until the main timeline is paused or jumps to a different point.
Is there an established method which allows you to embed a lip sync symbol within part of an armature and ensure it keeps pace with the main timeline, or am I going to have to code it somehow?
I have made an animation. I have a layer where I put sounds that execute on certain frames. No script are involved. When I play the movie inside Flash, everything looks good and sounds are syncing. When I make a preview of the movie, some of the sounds are out of sync. I have no idea why, it's the first time I get this kind of problem. All sounds are set to event, but I have tried with stream as well and get the same result.
I am trying to create a music animator. It will have bars that move up and down do the beat of the music. This is like windows media player where the music animations play. I want it to be verticle bars, where some are in sync with like the base and others are in sync with the tempo. Does anyone know of a tutorial for this? I am trying to emplement it within my website so that whatever music I am playing will auto control the bars and sync.
I'm working on an animation where some guys sings and in order to make that look good, i need some good lip syncing. Since this is not short clips, but a whole song on 2-3 minutes, it's very hard for me to make the lip sync perfect because I have to replay from the beginning in order to hear the music. So question one is: Are there a way that I can play the movie in the middle and still hear the music? And so the second question is that I can barely see the sound waves in the Music layer, even though there's lots of music. Here's a picture of how big the sound waves are: And that's in the middle of the song! The problem is not that the music is too low, because it's quite high. So question number two is: Are there a way that I can make the soundwaves bigger in the music layer without affecting the music itself?
I have an animation that I am exporting as either a .wav or .mov file then editing in different software but when I import the new file it is out of sync. That sounds confusing so I will explain. The project is a cartoon and a temp dialogue track was created before animation started. Then that temp track was used to animate over and do lip synching. Recently, actors have re-recorded the original temp dialogue track. So, I need to export the original dialogue track out of Flash, use an editor, in this case Final Cut Pro, and replace the dialogue then export that as an audio file and bring it back into Flash.
But it is always out of sync. I have even exported a .wav file from Flash then immediately re-imported it and put it on the timeline and it is already out of sync. And it is the exact same audio! I don't even know how that could be possible. Surely if you export a wav from Flash and then re-import it, it should be exactly the same.
We are creating a 30-track mixing desk to demonstrate our percussion instruments. Take a look at www.bellpercmixer.com. As you can probably hear, the audio is not properly syncing up.
The files should be exactly the same length (8 seconds) but they are mp3s so I don't know if the compression messes the length up as I know it adds the gap between the loop? More than likely, it is my lack of action script skill that has caused this problem... e.g. does each track need to be on a separate layer with a sync-track type thing? Here is an example of the script:
I've run into a bit of a problem using Adobe's CS3 flash program in terms of lip syncing... I can place the sound files in the timeline at whichever point I like and so forth, but I have no way to play them in such a way where I can adequately make lip syncs. It's hard to explain, but in flash MX I would merely click the timeline, drag the cursor along it, and it would play the sounds as it did the frames, one piece at a time. That way I could tell where the consonants were and therefore where to change my characters' lips. This is not the same as simply hitting "enter" and letting the sound play in its entirety.
If i create timeline slideshow with tweensbetween the pictures, how do I add music so that it ends when the pictures end?I read that audio can come out of sync??What if i use another program to create the swf like after effects that exports with audio? and import, would it lose sync then?
I'm sure I'm missing somethin simple; but I have spent hours looking and trying ways to do the following. I have a movie clip A (which is manually set to frame 1 or 2 or 3) and I have a movie clip B that is played when a timer is triggered. I want to move clip A down a bit during the first half of clip B and then back up bit by bit to its original location in the second half. Along the way I want to change the frame showing in clip A. For the first sixth of clip B I want clip A at frame 1, For the second sixth of clip B I want clip A at frame 2. I know the length of clip B. So I can hard code tests for when to do things if I know what frame number clip B is in.
I can produce ipa and release to apple store by CS 5.Now I try CS 5.5 in my office , it cannot sync to my iphone. No error message found, just when sync , the check box of that ipa being unchecked.I am considering to upgrade to cs 5.5 but cannot view the different...
I am trying to edit and mix sound effects and music for a FLASH animation in ProTools. After much trial and error I figured out how to make an accurate Quick Time of my FLASH file to spot sounds to in ProTools. The problem is when I import my audio into FLASH, it speeds up making it out of sync with the picture. I did several tests and it looks like for ever minute of ProTools the audio in FLASH speeds up 2 frames. Both programs are running at 24 FPS.
It is not a NTSC vs Flim speed issue. All other programs read my PT audio file correctly and show it to be the correct length with the SFX where I placed them. FLASH speeds it up, making my animation not time to the music and effects causing me to resync all my layers. How do I accurately export a sound file into an AIFF format and import it into FLASH without FLASH changing the speed? I have my audio set to Stream as it should be. After 3 minutes my audio is 8 frames (1/3 of a second) out of sync with the picture.
I'm using Flash CS4 to animate hi-def music videos. It seems that I can't keep the audio to stay in sync for anything over 2 or 3 minutes.
- I'm working a stage at 1280x720 and 30 fps
- audio is streamed on a separate layer
- mp3 publish settings are: stereo 128kbs
Inside the FLA file everything syncs perfect, but when it's published, everything drifts in the SWF and in everything else I've tried.I've tried exporting image sequences and popping the sequences into premiere pro to match up with the original wave, and i've also put the swf file in a premiere pro project as well. Whether a SWF or an image sequence, it always lapses after 2 or 3 minutes.
Just like the subject states, I am indeed having frame rate problems importing video to Flash CS3. When I export a video from Premiere with the settings: 1280x720frame rate of 23.976using H264 or Animation (basically every codec produces the same results),"embed video on SWF and play in timeline" When I do this the file exports fine. Playing it in Quicktime works fine and the audio syncs up no problem. But when I import it into Flash using the same settings, for some reason the movie clip is now too fast in that the video does not match the audio and seems to be at more like 12 fps now (just a guestimate). The action of the video is over long before the audio even comes in.I have verified that the frame rate is correct in Flash so it's not that.
I've done this literally hundreds of times in the past and suddenly it does not work and I can not figure out why. I'm not even really using video, but actually artwork that I am putting together as an animatic for an animated piece so the video could not have been imported incorrectly or digitized wrong either.
I am looking to create a 2-3 minute presentation which will contain several distinct animations that need to be in sync with a voiceover. The presentation will run from start to finish without any user interaction. I can see a few different ways forward -- trying to do everything on the main timeline, using scenes, creating movies clips and controlling their starting and stopping on the main timeline through ActionScript, etc.
ok lets say you create a button that when held down play an animation of 20 frames if realsed it goes to frame one and stops if held down it plays out this animation. for the topic lets say you have a fire animation and you want the fire to apear and if the user hold its down the animation reaches the end of the time line and loops back and plays the last 5 frames of the animation and as soon as it is let go it goes to and stops at frame one. Well i know how to make a button that when held down plays out an animation. And i know how to say when released goes to and stops at frame one. What i dont know how to do is to loop the fire at the last 5 or 6 frames so the user can hold it down all day long and play out that animation.
I have a certain set of motion twains that I've successfuly completed, they constantly loop right now (default), and is saved in the SWF file.I'd like to take that finished looping animation, and insert it within another animation (a) that can be played with a play button, and stopped/resetted with a stop button.How do I insert the completed looping animation into the main animation? And is there something special I have to do in the actionscript of the start and stop buttons so that the "inner" looping animation will start and stop with the "outer" main animation?
On a horizontal bar, text scrolls from left to right, continuously. The text is a fixed string of city names, and I've made it so that it loops nicely. This horizontal bar with scrolling text is part of a vertical animation, scrolling the bar in and out of view. The vertical tween starts after two seconds. When the vertical tween starts, the horizontal animation has started as well. At the beginning and end of the vertical tween, the horizontal tween starts over. I want it to continu.
Recently i had a problem with my flash player after installing a Windows Update (not sure if its related). Movies played on sites like YouTube became out of sync and pixelated. Im not exactly sure how to explain this, so i uploaded a few pictures of the issue.
[URL] The sound is normal and the only thing affected if the video. If is there is any sudden movement in the video, it will distort the image. using v10.2 and am on Win7 x64. Viewing the video's in Firefox. I had the same issue on my older computer a while back using Vista x64 in both Firefox and IE. The problem on my older computer was resolved by simply restarting the computer. But this time that didnt work. I also tried uninstalling and reinstalling flash, and restarted multiple times
I need to do a good animation for school to pass my subject and I have done several animations. I thought maybe I do an animation with different choices. Basically you have the "Home" Screen and then you chose one and an animation is been played. Then when I press another button, a different animations is being played.
I am trying to create a slideshow that goes through the large images on it own using a timed interval and also have thumbnails of the large images that you can click on to take you directly to that image.I have create a slideshow with thumbnails that you can click on to view the large image but I want the large images to move automaticly when you start and then use the thumbnails to move between pictures
I have a series of videos in the project I am working on and I do not want them to auto play once loaded, I want the user to click the play button to start, how do I do this? I am using AS2 on CS3, the video is on progressive download from the server, I tried a couple behaviors, but none did what I was going for.
In the new Flash CS5 Actionscript editor, there's a bug with the auto close bracket. If I have an existing pair of brackets, when I hit the Return key in the same line as the opening bracket, the editor automatically inserts a closing bracket even when it is not needed. However if I press Return on the line after the bracket, it will not close the bracket. I don't seem to experience this in Flash Builder. One possible way is to disable the auto close bracket option but I find the auto close bracket is useful despite the slight annoyance mentioned above. I expect the editor would be able to detect if there's already a closing bracket and not insert a new one.
I have an imported video on the stage and I wanted to set the autorewind parameter to True. However, when I click on the FLVPlayback component and look at the list of parameters the Autorewind is not there. I have "aligh", "autoplay", "cuepoints", etc..., no "autorewind". The video is from a flash export from Final Cut Pro (using Quicktime Conversion to create the FLV file). How do I get the autorewind to show up or am I missing something.