I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
I am working on a big project today and I'm importing images in by the hundreds. Is there an easy way to import an image sequence into the timeline? I remember there use to be with earlier versions of flash but I can't figure it out for CS4 - Luckily these images are named sequentially.
I'm building a Flash site that features a three-dimensional interface and I'm facing a significant file size problem, which will mean serious bandwidth problems when the site is online. I don't particularly want to go the route of actually bringing a 3D object into Flash, mainly because my object features transparency (it's made from glass) and papervision3d confuses me to no end. So I have two options: import as video or import as image sequence.
So I went with the image sequence idea. It was easy for me to give the viewer the ability to scrub back and forth through the looped animation and click on certain things at certain times (using invisible buttons). This gives the appearance the viewer is in a three-dimensional word, albeit on a fixed path backwards and forwards, much like a roller coaster
There's also an array of buttons down the bottom of the website that you can click on, and it will play through the image sequence (either in forward or reverse). So that works great, but even with high compression of jpegs and a low 12 fps, the swf file will be somewhere between 10 and 30mb, which is quite ridiculous!
Possible solutions include reducing the amount of images I use in the sequence, squishing it down to half the amount of images. Reducing the size of the images down to something smaller, like 800 x 600. But do you think I would get better results if I can import this as a movie instead and try to control the movie? Can I have the same control if it's an actual video file and not an image sequence?
How i can import PNG sequence and apply blending mode to it? i import PNG sequence in timeline but it have 120 frames,if i want apply bleding mode to it, i have to apply 120 frames.it's not logical.
I have Adobe Flash CS5 on Windows 7 x64 installed and when i try importing 360 images throught image sequence in Flash, my Flash crashes. Anyone know how do i fix this problem
I am working on an animation with two masks, which plays in Flash as expected, an exported SWF is ok, an exported Quicktime is ok, except for the dreaded ghosting which renders it useless, but when I export it as an image sequence (gif, png or jpg), one of the masks is consistently ignored, while the other one masks as expected. This already shows when I export one single frame as an image. As a result, I currently have no way to create a quicktime movie for this animation (running CS4 on OSX 10.6.5)
I'm unable to export an animated symbol to image sequence properly because the symbol does not animate.I created the tweens in multiple layers, then cut-pasted all layers to a new symbol.I did this so I could then just do some tween motions on the symbol.The tweening is perfect, but when I export the image sequence, the images do not animate the way it does on the Flash player.All I get is an image sequence with the tweened symbol, but the symbol itself does not animate.how to get the symbol to animate when exporting the image sequence.
Alternatively, is there a way to motion-tween multiple layers simoultaneously? (Layers which are themselves tweened)Any additional info, I'll be checking regularly so I can provide as much description as possible to get this to work.
As part of a much, much larger project, a client has asked me to take an existing flash banner, change the graphic, text, and link to make 4 more that are almost identical. Though I haven't worked extensively with Flash, I am familiar with it and thought this should be fairly easy, right? (Unfortunately, easy isn't exactly the word I'd use.)
I'm trying to take an existing fla, and change just the graphic, text, and button link to make a nearly identical banner. However, when I import a new image to replace the old image, the button disappears. I've tried overwriting the current image as well, and while I have a new image to show on the banner, and the text still works just fine, AND I have the outline of the box that should house the button (it even shows in the library),
Additionally, I will need to change the link, and since I'm having this much problem with a button, maybe you could understand how that works as well, because I can't even change it on the original.
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.
I need to export an animation from flash as a PNG sequence. I'd like the exported PNGs to be as small as possible so I'm checking off minimum image area instead of full doc size. But this had no effect it still uses the full doc size. I can export a single image and it works then. I deleted anything that could be altering the size. I even tried it with a simple scene with just a box and it still uses the doc size. I can scale down the doc, but that is very time consuming and won't allow for easy iteration so that's not an option. Is this a bug, does it just not work?
I CANNOT see my image files when I import them. This is the case regardless of whether I import them directly from my image files, or from my Flash library. They WILL NOT show up in the stage area, although the panel on the right shows the file! What can I do to correct this? I am using Flash CS4 which I need for my Digital Design classes through the Art Institute of Pittsburgh! I will FAIL this course if I can't get this program to work properly!!
How do you force Flash to take in a series of pictures as a movie sequence, if the pictures are not in some obvious numbered sequence? I'd rather not rename them. Flash CS3 Mac
I'd like to import dozens of images and have them in sequence in a single layer. I did this once before, I made a .swf out of a video game cutscene and I recall importing the images to the stage then I asked somewhere else how to make them appear in the layers field. Then I did something that put each image in its own layer and I had to manually move them and make them appear in sequence.
So if anybody knows how to import and put in a single layer in sequence or simply import each image into its own layer
I have made an image sequence that listens to mouse movement left or right (if i move the mouse 1 px left - the previous frame appears, and if mouse moves right - the following frame appears).My problem is that the transition between the frames, when moving the mouse too fast, appears to be very "jumpy" (the sequence can move from frame 20 to 25 when the mouse moves too fast, making it look very bad) Can I control it like there is a max speed for the mouse movement? Or maybe a max speed for the frame transitions (frame-by-frame)?ere is my code that listens to the mouse event:
if (Flag) { var activeMouseX = stage.mouseX; if (activeMouseX > prevMouseX){
I am trying to implement a 3D rotation using image sequence for a project, basically like this [URL]..I found a couple of flash components for this which uses xml to load the sequence of images, but I am not able to add those hot spots which move along with the object.
and I have this problem: i am currently trying to create a 720p movie consisting of 738 single JPG pictures; 6 frames/second. Each picture has 204 KB, all the pictures together add up to 226 MB.Yet still, Flash is crashing (due to memory overload?) once I have loaded like 100 pictures of my sequence... I loaded 90 pictures and tried exporting it as a small AVI-movie, but even that made Flash crash. I checked the Windows task manager, and I saw that even with only 90 pictures loaded, Flash already takes up 1,6 GB of my RAM.Is there a way making Flash save those pictures not on the memory, but on the disk, in a temporary folder or something? I wouldn't care if it takes way longer.
I'm making my portfolio site. I would like to make a preloader in after effects(100 frames). Since I don't know much about actionscript I was wondering if it is possible to load a new frame each percent? It should load my main.swf and then open it. So i don't want it jump to frame 2. Might there be any other ways to do achieve this, or is it the way to go?From what i understand this should not be much of a code...
I'm looking for tutorials that could do two things. I've imported a image sequence into flash. I would like to be able to scrub back and forth through the looped animation. I would also like to add buttons that when you click on, it will play through the image sequence (either in forward or reverse).
I created a 3d model rotated it 360 degrees and exported it an image sequence. I would like to be able import the sequence in flash and rotate the image sequence 360 degrees by creating and dragging a slider.
I am trying to send a sequence of images through a socket to a swf and have those images play in succession (like video) to clients in the browser. I am able to get a java socket to send image data to a binary socket in AS3, but I don't know how to turn that into a valid image in Actionscript and redirect that to a netstream or netconnection. Is this possible or does anyone have an example? You can do something similar with a custom plugin on wowza, but I'm not sure how to make it happen with FMS (or Wowza for that matter)
After devising a way to render each frame of an Actionscript generated animation to a .jpg on the hard drive, I was thinking about authoring a detailed explanation of the process.Either on Actionscript.org or other sites, if you know of anything like this I'd like to review it before duplicating info or perhaps doing it the hard way.
The following Actionscript loads an XML file. Using the XML file, it loads an image - fades in the image - pans the image - and then fades out. I have then attempted to make a loop which loads the next image from the XML file and perform the same series of tweens. It would then load the next image, infinite loop. It appears that instead of loading each image one at a time, it is overlapping the mask with all images in the XML file. I then only see the last image in the XML file being tweened on the stage/mask. I do not believe that I can use a Timer to time the loading of each image. This is because the width of each image will be different so the duration of the pan from one loaded image to the next will be different. I believe that I need to use onMotionFinish in some manner after the image Fades Out in order to move to load the next image - but I can't seem to identify how to integrate that within the loop. Most likely my loop is not written correctly. [code]...
I am trying to load an image sequence separate movieclips and then play the image sequence by changing the alpha in sequential order. (If there is a better way of doing this loading external images using a method similar to loadMovie then please feel free to share.).
I have accomplished loading the images and changing their alphas to 0 so they are not visible. Now I am trying to animate them using onEnterFrame to change their alpha in sequential order. Here is code I am attempting to use. I don't get any errors but I don't get any image changes either.[code]...
I load a variety of swfs using the swfLoader, but most of them just display a looping image sequence. Is there a better format to use for loading files like that? (such as flv or gif)
I have a rotating product as an image sq inside a MC. When the user clicks a button I'm pausing the MC (.stop()), but that obv looks a bit naff as it just stops. Ideally I would like to have a bit of easing on before it stops...
it seems the only way to export with actionscript animation intact is to export as a Quicktime file, I decided to try something and it worked. I made the frames-per-second go from 30 down to 1. It took a looong time to export at 1fps but once it did, I loaded it into Premiere and adjusted the Speed/Duration, putting the speed at 3000 (30*100) and it looks very smooth. Not the neatest way to do things but it works, so I'm happyI guess the proper terminology for what I am looking for is to export as a PNG sequence with actionscript animation.In Flash CS5 after attempting to export to a Quicktime .mov file and it turning out extremely choppy no matter what (I tried things from here and here) until somewhere I found someone saying they always export as an image sequence.I could export as an image sequence so there would be no choppiness, then just import it into a video editing software.
That was until I noticed that the vcam I am using wasn't working in the finished product. The movie clips wouldn't animate, it would just be stuck on the first frame. Masks were also not working correctly (although this may not be an issue if I just lock the layers before exporting, not sure). So basically, I can't export in Quicktime - which does export with vcam, masks, and motion clips - because it's too slow and choppy, and I can't export as an image sequence (even though it wouldn't be choppy) because it doesn't export with all the things mentioned.So what do I do now? How can I export this with movie clips, vcam, etc. without it being slow and choppy!? Can I get vcam, movie clips, and masks to export in an image sequence?
I`m using flash cs3 for my works , but i have one problem!when i use File=> Import=> Import to Library... or Import to Stage...the flash environment becomes terminated.I changed my flash version to CS4 and I have this problem again.
I have a gallery of 30 plus images. The user will then use a scroll bar to flip through them. The images actually make up a sequence so I dont want to preload each one one at a time. I am also pulling in the images dynamically. Below is a bit of the code I am using. What I would like to have is all of the images preload on one frame and then once that is done go to frame two where I have the rest of the code for gallery manipulation.
I currently require my flash animation to be exported into format that is compatible for television broadcast. HD would be ideal. I'm getting pretty choppy animations when exporting into H.246 from flash so I've decided to export it into a PNG sequence instead - which I will then import into after effects and take things from there.My flash document comprises of only scripted animations but they are not reflected when I export into a PNG sequence.