Adding a Picture behind a movie clip??
Ok I am shooting a movie. I want to have my cat walking through a city like he's larger than the city. Is there a way to replace the background I'm shooting with to a background of a city skyline? Is this possible to do in iMovie??
Drewzer,
It is.
But you'd need a third party plugin, such as this one:
http://www.stupendous-software.com/Stupendous/MasksCompositing/Pages/BlueScreenS mooth.html
The other thing you'd need to do is shoot your cat in front of a blue screen.
Matt
Similar Messages
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Still picture from a .mov clip
Hello,
the last update brings the capability of making still pictures. When i am making a still picture from a movie-file (.mov, .mpeg, .mp4) comressed with h264, the still picture is not shown correctly in the viewer.
But when making a still photo from an .avi, the photo is displayed in the viewer.
Thanks for help,
AchimAchim Bernlöhr wrote:
I hope you have some more ideas for help.
.. unfortunately not, because I can not recreate here your 'effect'.. your file works flawless within my iM08 vers.7.1., QT 7.2.0/7.2 , the still looks charming, no distortions, Mr Bublath in his all beauty ( ? ) ..
funny enough: I do have perian and many plug-ins installed, which are known here for making trouble, and my system works like charm.. as 99.8% of 'trouble' posted in this board don't happen to me..
here's a last and desperate advice:
how much free disk space is on your internal harddrve?
in case, you did partition it: on System Partition?
should be never below 10-15GB.. -
Dynamically adding multiple instances of a movie clip to the stage with one button
hello,
I was wondering if there was a way to add several instances
of the same movie clip to the stage dynamically utilizing one
button.
I can do one with the following code placed on the button...
on (release) {
attachMovie ("filledCircle", "filled1", 5);
filled1._x = 370;
filled1._y = 225;
But I want the user to be able to hit the button again and
get yet another instance of "filledCircle" on the stage.
I also want the user to be able to drag these instances
around...
Any help would be appreciated...
Thanks,
MuhlMuhl,
> I was wondering if there was a way to add several
> instances of the same movie clip to the stage
> dynamically utilizing one button.
Sure thing.
> I can do one with the following code placed on the
> button...
>
> on (release) {
> attachMovie ("filledCircle", "filled1", 5);
> filled1._x = 370;
> filled1._y = 225;
> }
Gotcha.
> But I want the user to be able to hit the button again
> and get yet another instance of "filledCircle" on the
> stage.
You're in luck, because this isn't very hard to do. The main
thing to
keep in mind is that each instance must have A) its own
unique instance name
and B) its own unique depth. In your example, the instance
name is filled1
and the depth is 5. The next clip's instance name should be
filled2 at a
depth of 6. Then filled3, depth 7, and so on. You can use a
single
variable to handle the incrementation.
// code in a frame
var counter:Number = 1;
// code on your button
on (release) {
attachMovie ("filledCircle", "filled" + counter, counter +
4);
With me so far? The variable counter contains the numeric
value 1. The
second parameter of attachMovie() is provided with a
concatenation of
"filled" + 1, which makes "filled1". The third parameter is
provided with
the sum of counter plus 4, which makes 5. Obviously, we need
a bit more.
The button must, in addition, increment the value of counter.
The ++
operator handles this perfectly.
on (release) {
attachMovie ("filledCircle", "filled" + counter, counter +
4);
counter++;
Now, it seems you also want to position the attached movie
clip to (370,
225). Are they call supposed to go to the same place? If so,
you may use a
second variable to hold a reference to the newly attached
clip. Look up
MovieClip.attachMovie(), and you'll see that the method
returns the exact
reference you need.
// code in a frame
var counter:Number = 1;
var mc:MovieClip;
// code on your button
on (release) {
mc = attachMovie ("filledCircle", "filled" + counter,
counter + 4);
counter++;
mc._x = 370;
mc._y = 225;
Make sense?
> I also want the user to be able to drag these instances
> around...
Then you need to handle a few events. You're dealing with
movie clips
here, so your best bet is to study up on the MovieClip class,
which defines
all movie clips. (Note, also, that the TextField class
defines all input
and dynamic text fields; the Sound class defines all sounds,
etc. This is a
very handy arrangement of the ActionScript 2.0 Language
Reference.)
// code in a frame
var counter:Number = 1;
var mc:MovieClip;
// code on your button
on (release) {
mc = attachMovie ("filledCircle", "filled" + counter,
counter + 4);
counter++;
mc._x = 370;
mc._y = 225;
mc.onPress = function() {
this.startDrag();
mc.onRelease = function() {
this.stopDrag();
Easy as that. You're simply assigning a function literal to
the event
of each new MovieClip instance as you create it. Take a look
and you'll see
each of these class members available to you -- that is, to
all movie clips.
MovieClip.onPress, MovieClip.startDrag(), MovieClip._x, etc.
Wherever it shows the term MovieClip in the Language
Reference, just
replace that with the instance name of your clip -- or a
reference to that
clip (which even includes the global "this" property).
David
stiller (at) quip (dot) net
Dev essays:
http://www.quip.net/blog/
"Luck is the residue of good design." -
Buttons and drawing api behind a movie clip
Hi... I have a Drawing application. the tools window is a
draggable movieclip.
The problem is when I drag the movieclip over the scratch
pad, It draws where I move the movie clip to!!!
Another thing that happens is when I have a button beneath
the same movieclip... If the movieclip is over the button and I
click in the region where the button is located, the button is
activated!!!
Sorry for my bad English!!!
And Thank you!whichever you add to the display list most recently will appear on top. so you can always use:
for(var i:int=0;i<bombs.length;i++){
bombs[i].parent.addChild(bombs[i]);
alternatively, you can add objects to depth 0 that you want to appear below everything else in the display list:
for(var i:int=0;i<enemies.length;i++){
enemies[i].addChildAt(enemies[i],0);
but you would find it easier (and better coding) to add a parent of your bombs and parent of your enemies to the depths you want. then just add the bombs to their parent and enemies to their parent and all your depth problems will resolve. -
Quiz drag and drop, do the pictures need to be movie clips?
I just worked my way through a Flash MX quiz template
tutorial. The drag and drop uses movie clips, but they don't say
this is required. Can I use png files from my library? I tried and
it doesn't appear to work.
I am very new at all this, so please bear with me. If I have
to make the pictures into a movie clip, how do I do this, and how
do I get them into my library?
Any help would be greatly appreciated.
JudyDI don't have a Recently Added playlist. However, I discovered that the file I had named Eating Healthy was given the name You Can Enjoy Eating Healthy when it copied to iTunes. I'm guessing iTunes pulled the full name of the piece from the internet. Upshot--the mp3 did transfer to iTunes on all 3 tries, but I was looking in my alphabetized list under E, not Y, so I didn't see it there. Thanks for your help.
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Can I include movie clips be played in the LR4's Slideshow module?
Hi, I'am just starting to learn about LR's SlideShow module. I recently returned from a vacation in eastern Europe and want to create a slideshow of my best pictures and short movie clips. The slideshow is mostly still photography, but I also want to play a few of the clips shot in movie mode and play these clips inside the slideshow. Is this possible in LR4's Slideshow module?
No, unfortunately that is not possible in this version.
Other people have felt the same need though: you can support this by adding your vote in the feature request forum
http://feedback.photoshop.com/photoshop_family/topics/adding_videos_to_lr3_slideshows -
Clicking buttons behind loaded movie
Hi,
I'm new to flash so please bare with me. I'm loading an
external swf file into a movie clip and that's working just fine.
The problem is, while the movie clip is loaded, I'm still able to
click on buttons that are "behind" the movie clip. Pushing these
hidden buttons without even knowing it is obviously not a good
thing. Does anyone have any suggestions?
Thanks,
JoshWell the stuff "behind" is an interactive workstation thing
and has lots of nested movie clips, symbols, buttons, etc. with
many interactive objects and possible states; iterating through all
of them to disable and then renable once the "front" movie is done
would be nearly impossible. Is there not some way to prevent
clicking through the "front" movie? -
How do I make all buttons on stage unclickable, while a certain movie clip is visible?
Hi,
I have a button on stage which opens a popup (movie clip is popup + several other buttons). The movie clip and the buttons on it take up most of the stage.
The problem is that the buttons which are on the stage, and are behind the movie clip, remain clickable (you can click through the movie clip!). How may I disable this?
Basically, I need to make it that you cannot click through the movie clip.
Thanks in advance!
PS I am using CS5 and AS2.One way would be to make the movieclip clickable. That would make it block the other objects behind it...
mc.onRelease = function(){ }
mc.useHandCursor = false; // to hide the hand cursor
Another way would be to disable the buttons while the movieclip is present...
btn.enabled = false;
Another way would be to build conditional code into the button clicking code to not work if the movieclip is visible.
btn.onRelease = function(){
if(!mc._visible){
// okay to do stuff -
Drawing order of curve behind loaded movie
Hi,
I'm having an issue with the draw order of curve that's drawn
using Actionscript. In terms of the order of execution of the
function call, I have a SWF loaded first using the loadMovie
function. Then I call the curveTo function with certain parameters
to try to draw a curve on top of the loaded movie. However, the
strange behavior is that the line is hidden behind the movie clip.
I've used swapDepths, but it wasn't working for me. Also tried
using the createEmptyMovieClip function with a depth number
assigned, but didn't do the trick. Any suggestion?1. there's no reason for an onEnterFrame loop.
2. there's no reason to use any setInterval() functions in the code you showed.
3. you should be using the same function to load your swfs. if some logic is needed to position, for example, the different swfs in different locations, the logic should be in that function.
ie, you should be using something like:
_level0 swf:
function nextMov(){
loadF(MovieList[movieQNum]);
movieQNum=(movieQNum+1)%MovieList.length;
function loadF(swf:String){
dep = getNextHighestDepth();
currLo.removeMovieClip();
currLo = createEmptyMovieClip("currLo"+dep, dep);
loadMovie(moviename, currLo);
//move the loaded movie behind movie frame
BlackMovieFrame.swapDepths(currLo);
function endSession(mc:MovieClip){
mc.removeMovieClip();
nextMove();
// in the loaded swfs:
var tl:MovieClip=this;
btnArrow.onPress = function() {
_root.endSession(tl); -
I'm sorry if this question has already been answered. I
searched the archives and couldn't find what I was looking for.
Basically what I want to do is use a button to play a movie when
pressed. The problem is I can't figure out how to do it.
1. I've created 3 buttoms and three movie clips.
2. I created a layer for the background which has text on it
that says "press to view".
3. I created another layer for the buttons and one layer for
the button text
4. I created an actions layer and put a stop action in frame
1
5. I added another layer for the movie clips on frame 2
(mailflow_mc), frame 3 (reject_mc), frame 4 (fullrate_mc) and
labeled each frame accordingly.
6. Add action script for each button:
on (press) {
gotoAndPlay("reject");
When I play the movie the animations will not load and they
flash fast. Any suggestions?
Thanks,
Mimiif you have a frame labelled reject you can use:
-
Uploading sony cybershot DSC-T7 movie clips into iMovie
I can import the movie clips from my Sony Cybershot DSC-T7 into iPhoto, and I can play the movies on my Mac. I can move still photos from that camera successfully into iMovie. That's the good news.
But every time I try to move a movie clip from my Sony Cybershot DSC-T7 into the area to create a new project, I get the RED flag.
I even went to an Apple store where they had a session on iMovie to sort it out. The Apple person guessed my inablity to import movie clips from the Sony camera was because my Sony doesn't have the right movie format. Apparently the only kinds of files that iMovie works with are MPEG-4, DV, or .mov files.
What movie format does the Sony Cybershot DSC-T7? If I can successfully hook up the camera via USB port, and can play the movie clips on my Mac, why can't I import them into iMovie?
My current backup measure is to take pictures while my movie clips are running, using the Apple-Shift-3 keys to create stills. But, hey, I want to work with the video stream!
Thanks for any help you can offer.What movie format does the Sony Cybershot DSC-T7?
MPEG VX. If I remember correctly, this is a full-frame (VGA) of MPEG-1 with up to 30 fps in fine setting. Muxed formats (like MPEG-1, MPEG-2, VOD, TOD, MOD, FLASH, etc.) are not editable at the frame level and must be converted to a compression format that contain synchronized instances (i.e., frames) of audio and video data.
If I can successfully hook up the camera via USB port, and can play the movie clips on my Mac, why can't I import them into iMovie?
There are basically three levels of QT support for video files:
1) PLAYBACK ONLY -- these files can be played back by QT applications but cannot be converted or edited.
2) CONVERSION COMPATIBLE -- These files with play in QT applications and can be converted to "Fully" compatible QT compression formats but cannot be edited at the frame level.
3) FULLY COMPATIBLE -- these files can be played, converted, and edited by QT applications.
Your video files are "Playback Only." If converted by a QT Application (like iMovie '06 or iTunes), they will lose their audio. They can, however, be converted to iMovie '08 import/edit compatible files by MPEG-based, third-party applications like MPEG Streamclip (free), iSquint (free), FFmpegX (donation ware), Visual Hub (pay ware), etc. -
I am creating a video using the green screen option in iMovie. I imported a picture for the background of the project and videotaped someone using a green screen. Is it possible to move the video of the person around so it is not blocking the picture behind it?
To enable this right you need Acrobat, not the free Reader.
However, starting from Reader X it is possible to add simple markups to any file, unless it has been specifically disallowed by the creator of the file. -
I added music to a set of clips but want to stop the music there and have no music in the rest of the movie. How do I do that?
there are two ways applying music to an iM project
http://help.apple.com/imovie/#mov3b0f955f
as 'Background' which offers lots of automatisms, but lil' control
or…
http://help.apple.com/imovie/#mov3b0fb470
as 'clip' - which can be handled asany other clip, edited, shortened, copy/paste, faded, located, etc -
Adding small photo in corner while movie clip is running
Hey,
This is my first time using Imovie 08' and I'm a little confused. What i'm trying to do is place a small .gif in the bottom left corner of a movie clip, almost like a title. I have tried placing the picture into the title, but that only supports fonts, not .jpeg or .gif files. When i try placing the picture over the selected clip itself, the picture just takes up the whole screen, covering up the existing clip. Help would be much appreciated.
BenWhen i try placing the picture over the selected clip itself, the picture just takes up the whole screen, covering up the existing clip.
Clips/pictures are automatically scaled for the project resolution and aspect selected that was user selected. You basically have two options:
1) You can create your image in a graphic application on a canvas of the same resolution and aspect ratio as your iMovie '08 project and in the location desired, export your image in an alpha-channel format (e.g. PNG), drop/add it to the project as a still frame sequence, reset the duration, and "clone" it as needed for continuous or periodic display.
2) If you want it displayed for the entire length of your video and you have QT Pro, I prefer to simply use the "Add to Selection & Scale" Edit option in QT Pro on the finished project export. (In this case you only need to create your image on a canvas large enough for the image at the approximate size you want it to display since you can independently scale and position the image anywhere within the display screen area. -
RemoveChild for movie clip that was added in another function?
Hello everyone. I have 3 different functions for my preloader. I have an Event.OPEN, ProgressEvent.PROGRESS, and an Event.COMPLETE. In the event.OPEN function, I create a new variable that is data typed to the class name of my preloader that I set in it's property dialogue box. This is just a simple circle animation. Below is my code for it:
function addPreloader(event:Event):void
var myPreloader:mcPreloader = new mcPreloader();
myPreloader.x = stage.stageWidth / 2;
myPreloader.y = stage.stageHeight / 2;
myPreloader.width = 75;
myPreloader.height = 75;
addChild(myPreloader);
My ProgressEvent.PROGRESS function looks like so:
function preloadImages(event:ProgressEvent):void
var percent:Number = Math.round(event.bytesLoaded / event.bytesTotal * 100);
percent_txt.text = percent + "%";
and my Event.COMPLETE function looks like so:
function imageLoaded(event:Event):void
var myLoadedImage:Loader = Loader(event.target.loader);
addChild(myLoadedImage);
new Tween(myLoadedImage, "alpha", Strong.easeIn, 0, 1, 0.5, true);
event.target.loader.removeEventListener(Event.OPEN, addPreloader);
event.target.loader.removeEventListener(ProgressEvent.PROGRESS, preloadImages);
event.target.loader.removeEventListener(Event.COMPLETE, imageLoaded);
The only problem is that when it's done loading, I'd like to remove the myPreloader from the stage. Since it is declared in the Event.OPEN function, I can't communicate with it via my Event.COMPLETE function. How can I successfully remove it from the stage after it's done loading? Thanks!
JesseDuh, thanks Kglad. It's been a long week ;).
Jesse
Date: Thu, 9 Jun 2011 13:47:57 -0600
From: [email protected]
To: [email protected]
Subject: removeChild for movie clip that was added in another function?
var myPreloader:mcPreloader
function addPreloader(event:Event):void
myPreloader = new mcPreloader();
myPreloader.x = stage.stageWidth / 2;
myPreloader.y = stage.stageHeight / 2;
myPreloader.width = 75;
myPreloader.height = 75;
addChild(myPreloader);
My ProgressEvent.PROGRESS function looks like so:
function preloadImages(event:ProgressEvent):void
var percent:Number = Math.round(event.bytesLoaded / event.bytesTotal * 100);
percent_txt.text = percent + "%";
and my Event.COMPLETE function looks like so:
function imageLoaded(event:Event):void
removeChild(myPreloader);
myPreloader=null;
var myLoadedImage:Loader = Loader(event.target.loader);
addChild(myLoadedImage);
new Tween(myLoadedImage, "alpha", Strong.easeIn, 0, 1, 0.5, true);
event.target.loader.removeEventListener(Event.OPEN, addPreloader);
event.target.loader.removeEventListener(ProgressEvent.PROGRESS, preloadImages);
event.target.loader.removeEventListener(Event.COMPLETE, imageLoaded);
>
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