Alpha channel deteriorates on scaling image

Using Flash CS4. I have some images with transparent backgrounds that I'm putting into Flash. Placed in Flash at original size, transparency looks great. However, when I scale the images to any different size, the edges of the alpha channel get real rough, not smooth and aligned to object. I've experimented with png, targa, gif, but all seem to have this problem. Is this some issue with Flash? I don't remember seeing this problem in say Powerpoint.
Note: I need the flexibility to change the size of the images, not produce an "exact size" original everytime I need a different size.
thanks,
Dennis

Min required version of flash player for my application is 9..
I think I figured it out, Here is my solution:
private function completeHandler(evt:Event):void
   var originalWidth:int=loaderG.content.width;
   var originalHeight:int=loaderG.content.height;
   var scale:Number = 0.5;
   var matrix:Matrix = new Matrix();
   matrix.scale(scale, scale);
   myBitmapDataObj=new BitmapData(originalWidth, originalHeight, true, 0xFFFFFF);
   myBitmapDataObj.draw(loaderG.content, null, null, null, null, true);
   var copyBitmapData:BitmapData= new BitmapData(originalWidth* scale, originalHeight* scale, true, 0x000000);
   copyBitmapData.draw(myBitmapDataObj, matrix, null, null, null, true);
   var myBitmapG:Bitmap=new Bitmap(copyBitmapData,PixelSnapping.AUTO,true);
   addChild(myBitmapG);
I also try blur filter on my bitmap:
var blur:BlurFilter = new BlurFilter();
   blur.blurX = 1.4;
   blur.blurY = 1.4;
   blur.quality = BitmapFilterQuality.HIGH;
   myBitmapG.filters = [blur];
Or is there better solution?

Similar Messages

  • Alpha channel problem with Pixel Bender blendShaders

    I'm using Pixel Blender to try and create a blend shader for a Flex 4.0 app.
    It looks like this:
    <languageVersion : 1.0;>
    kernel PixelReverse
    <   namespace : "com.abc.def.filters";
        vendor : "EdAlive";
        version : 1;
    >
        input image4 foreground;
        input image4 background;
        output pixel4 dst;
        void
        evaluatePixel()
            pixel4 fgPixel = sampleNearest(foreground, outCoord());
            pixel4 bgPixel = sampleNearest(background, outCoord());
            if((bgPixel.r == 0.0) && (bgPixel.g == 0.0) && (bgPixel.b == 0.0) && (bgPixel.a == 0.0)){
                bgPixel.r = bgPixel.g = bgPixel.b = 1.0;
            dst.r = 1.0 - abs(fgPixel.r - bgPixel.r);
            dst.g = 1.0 - abs(fgPixel.g - bgPixel.g);
            dst.b = 1.0 - abs(fgPixel.b - bgPixel.b);
            dst.a = fgPixel.a;
    It looks correct in the Pixel Bender preview window.
    When I use it in a Flex project with proper 32 bit png images, the filter seems to work correctly, except it sets any partial alpha value on the images to fully opaque (like a 1 bit alpha channel).
    Because the image preview looks correct in Pixel Bender, I'm assuming it's a problem with the bitmap data that Flex is passing to the blend shader filter.
    I tried changing the filter to simply output a copy of the foreground firstly, and the background second, to test.
    When returning a copy of the foreground, the imags weren't visible on stage, either because the pixels were transparent or because it was really returning the background pixels, camouflaging the images.
    When returning a copy of the background, the images were just black rectangles.
    The images are being place on stage programmatically inside an mx Module, and having their depth property set.
    They also have draggable behaviour, where the current drag object is layered above all else during the drag.
    I'm actually using a subclass of mx.controls.Image, but am simply setting the source property with preloaded bitmap data, so I'm am fairly sure the subclass is not a factor.
    I hope this is enough information for someone to be able to provide some help.
    Thanks

    Please make sure you have installed the latest graphics drivers, from http://www.nvidia.com/Download/index.aspx?lang=en-us, for your graphics card.

  • Alpha channel modes

    Hi
    A compositor has done some green screen keying for me - great job but he's given me the key as a seperate alpha channel (TIF as an image sequence) I'm a bit unfamiliar with how to use alpha channels in this way.
    I have layer one as my background,
    layer 2 as my subject that he has worked on the green screen of
    layer 3 as a seperate alpha channel to key out the green. The Subject I want to see is white and the surroundings I want transparent are black.
    So please tell me what settings to use to see the subject and the background.
    I am assuming i only want to change settings on the alpha layer. By changing the compositing mode to overlay, i can see the subject fine, but the background is black. I have tried changing the alpha mode (ignore, straight, black or white) and various combinations of compositing mode and alpha but without getting any further....
    So any help would be greatly appreciated, its the end of a long project and I'm starting to tear out my hair!
    cheers

    Export using QuickTime conversion using animation codec, millions of colours+
    Try this:
    http://discussions.apple.com/thread.jspa?messageID=4791917&#4791917
    A search using Alpha channels produced this:
    http://discussions.apple.com/search.jspa?threadID=&q=alpha+channels&objID=c206&d ateRange=last90days&userID=&numResults=15&rankBy=10001
    Search is thy friend, si thi

  • How do you get 32-bit float effects to work with an alpha channel?

    I make a few bugs and lower thirds, but I'm having a lot of trouble getting 32-bit float effects to correctly export with transparency.
    When I make semitransparent animations with bright lighting effects, they look great in AE but I can't seem to find any way to bring them over to Final Cut and get them to look like they should.
    I've attached this example of a bug with a screenshot from AE on the left and from FCP on the right. The colors dim and the vibrant blue gradients get flattened into a dull greenish color.
    So far as I can tell, all my alpha and color management settings are correct. I've tried endless settings options and codec options to try to fix this, to no avail.
    You can create an extreme case as an example by creating a semitransparent shape, cranking the color way up to a saturated superwhite color, and moving it around with motion blur. The render looks pretty much just like a 8/16 bit render, and nothing like it did in your canvas.
    I have a feeling the way AE multiplies the superwhite color values with the alpha channel gets "lost in translation" when it is rendered to 4 8-bit channels. Is there any way to get it to look the way it does in the canvas?
    Thanks,
    Clint

    Thanks so much for your ideas. I'd already tried experimenting with a number of color management options, including 'Preserve RGB' and turning off 'Convert to Linear Light' but they didn't fix it. I had also already tried using the "None" option from the codec menu.
    I pulled it back into AE, and it looks the same as it did in FCP.
    I'm starting to think the issue has something to do with AE rendering to a file differently than the way it renders to the canvas. For example, here's a fast moving 50% opaque superwhite shape in the AE canvas:
    I rendered this using Animation + Alpha using Best settings and 32-bit float, and reimported it into AE:
    I think the answer may lie in the fact that the first image looks solid white in some places, even though it is 50% transparent. It's almost like the excessive RGB values "bleed" over to the alpha channel. The rendered image (probably correctly) looks grey because it represents white at 50% opacity.
    What I want to do though, is find a way to make my render look like my canvas. So it seems I need to do two things to the image:
    1. Find a way to increase opacity in areas of excessive white, so that they are not grey in the render.
    2. Find a way to "bake" the superwhite colors to a level below 100% white so that they show up in the render.
    I tried the "Alpha from Max Color" effect and this seems to get kind of close, but unfortunately it discards other parts of the alpha channel (like drop shadows).
    It might also be helpful to know that when I have AE output to an external NTSC monitor (via Intensity card) the monitor shows the exact same artifacts as the render.

  • Problems with Photoshop Alpha Channels

    Hi all
    Got a job where I want to use alpha channels to cut-out some images in Photoshop and then put them into an ID frame with a black background. Want to use alpha channels rather than a clipping path as I need the edges to be feathered (have applied 2 pixels of feathering to the selection in Photoshop before saving it).
    When I do this and drop it into Quark it looks good but when these images are dropped into ID and then the alpha channel is turned on, with the default Threshold and Tolerance settings, it doesn't look good. It looks like a rough approximation of my alpha channel, all the fiddly bits and bezier curves in the selection have been smoothed out and the feathering has gone. Playing with the settings doesn't really seems to help either. If I turn on the alpha channel in the import options when importing then it comes in as expected but I have quite a few images already in the document that I need to turn on the alpha channels for.
    Both PS and ID are CS3. I've tried saving the images both as PSD and tif. Anyone got any ideas? Seems odd that when I import an image with the channel on I can't go to the clipping options and tweak the settings.
    thanks,
    Iain

    Thanks for your reply Bob. I've confused things with my terminology I think. We're drawing a path round the image, using bezier curves where appropriate, making that work path a selection (feathering the edge in the process) and then saving the selection (as an alpha channel) and then using the feathered alpha channel in Quark/ID to knock-out the background. Not keen on using a PSD with a transparent background at the moment as these are just test files while we show the customer what it will look like if we do cut-outs. We are making a couple of different alpha channels per image, with different settings, which would mean multiple files if we used your method I think. Maybe once we get the approval from the customer we could use PSDs as you describe but I was just wondering why the options for affecting alpha channels after importing the image aren't working as I expected.
    Iain

  • Procedure for Integrating Alpha Channel when saving as .dds file

    Hello,
    I'll try to keep this brief but that may be tough...
    One project I use Photoshop CS4 for is painting aircraft used with Microsoft Flight Simulator X (FSX).  Here is some background for folks who aren't familiar with this.
    Each aircraft is downloaded as a "Paint Kit".  The kits look much like the "trees" that plastic aircraft model kit pieces come attached to (see picture below). 
    I paint and add layers onto the kit until the aircraft resembles the design I chose.  The paint kit includes a background,  base parts usually in white, and an assortment of layers adding physical wear, shading, lines and rivets you see on actual aircraft.
    Additionally, the kit includes an RGB Alpha Channel and Specular Maps.  In this application, the Alpha channel provides the reflectivity or gloss on the aircraft paint.  The Specular maps provide a sheen much like the subtle reflections you see from a metal flake paint job when the sun hits it directly.
    Once all painting and manipulation is complete, the kit is "cut" into specific sizes.  Once the kit is cut, each section is saved as a DDS file using NVidia tools.  The resulting DDS files are placed into folders within the main FSX program folder.  The FSX program "assembles" the sections and processes the different layers and channels resulting in aircraft that are incredibly detailed and realistic.
    My problem is I don't know how to properly integrate and preserve the Alpha channel during the "Flatten Image" and when saving the file as a dds file.  As you can see in the "Layers" section in the picture, the Alpha channel is already made.  I just don't know what to do with it to preserve it and ensure the reflectivity it provides is visible in the final product.
    Any help is appreciated - what I need to know isn't what the alpha does, but how to properly integrate it into the final product.  I've searched for this info for the last several days, but I've had no luck in finding specific information on how to do that.  I believe it's one of those procedures that is so simple, everyone knows how to do it.  I guess I'm the only idiot on the planet that doesn't know how... .
    The paint kit can be downloaded at http://library.flight1.net/wp-content/plugins/download-monitor/download.php?id=1467  if you need it to answer my question or if you're just curious about it.
    Thanks for your time and consideration.
    Mark

    I know nothing about Nvidia DDS file format or 3D.  From you screen capture you have no Alpha Channel.  You do have a normal layer named Alpha Channel with its visibility turn off. Why are you flatting ? When I use Save As and use the file type pull-down and select DDS format to save I get the Nvidia DDS save Dialog that I do not know how to use or understand the buttons options or pull-down menu items. The file instruction and its background make no does not seem to match up with the parts.
    I think you have to read the documentation for the Nvidia DDS plug-in. and the normal map plug-in https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

  • How copy an alpha channel mask to an adjustment layer?

    I can copy an alpha channel mask to an image layer by Ctrl+Clicking the alpha channel then clicking the Add Layer Mask icon in Photoshop CC but this does not work for an adjustment layer. How can I copy the mask from an alpha channel to the layer mask for an adjustment layer? Thanks.

    I am using Photoshop CC as I stated in my question. All updates have been installed.
    I am running on Win 7 Pro 64 bit with all updates installed.
    I am editing a photograph.
    I have an alpha channel with a grey scale mask.
    If I Ctrl+Click the alpha channel then click the Add Layer Mask button to add a layer mask to an image layer the alpha channel mask is added to the image layer.
    If I delete the layer mask from an adjustment layer and follow the same steps a solid white mas is added to the adjustment layer.
    Several others in the camera club I belong to have tried this with the same result so the problem is not unique to my system.
    Hope this helps.

  • InDesign CS5 will not import Alpha Channels from images saved in Photoshop CS6

    Just searched through the forums to find this thread in the (now-Read Only) Photoshop CS6 Beta forum:
    http://forums.adobe.com/message/4310886
    Which is exactly the same issue I'm having. I just cropped about a 1000 images with alphas originally created in PS5 and resaved using PS6.
    My client still uses CS5 and the images won't recognize the alpha channels in inDesign5.
    I see in this thread that it said a fix for older versions of inDesign was being worked on, this was back in April.
    Any news on these fixes? (before I open PS5 and resave all these files)

    Hi Peter,
    The images in question all use alpha channels to mask out the image backgrounds (usually white) in InDesign layouts.
    I opened the images in PS6 to crop out excess background (to get file size down) and saved the new files.
    When I go to import the images one by one into InDesign 5 (via Cmd-D, Import options ticked) the Alpha Channel pull down menu is greyed out and I'm unable to select the Alpha Channel.
    If I open the image in PS5 and resave, I'm then able to access the Alpha channels in ID5... but that's a lot of images to go back through to fix.
    I also tried opening the layout in ID6 (where the alpha channels do work) and saving down to the idml format. When opening up in ID5 the alpha channel is no longer recognized and the background of the image that was masked out is now visible.
    Cheers,
    Alan

  • Alpha channel and imaging lingo

    I have a 32 bit image with an alpha channel. When placed on
    the stage only
    the black anti-aliased text shows and no background shows
    (using the copy
    ink)
    I'm scrolling this image with imaging lingo where I take a
    sliding portion
    of the original image in one direction or the other. When I
    do this the
    background of the portion on the stage is white instead of
    transparent.
    I'm creating an image and assign a portion of the text image
    to it. I tried
    pImage.useAlpha = TRUE but I get an error saying the property
    can't be set
    which is rediculous I know. pImage is definitely an image, I
    checked it
    with the debugger.
    useAlpha might not be the correct solution but it brought up
    a second
    question. First, how can I maintain the alpha channel with
    imaging Lingo
    and second why do I get the error telling me that the
    useAlpha property
    can't be set?
    Craig
    Craig Wollman
    Lingo Specialist
    Word of Mouth Productions
    212-928-9581
    www.wordofmouthpros.com

    Thanks. You're right, I did need to create the image in 32
    bits but
    otherwise I only needed to set useAlpha to TRUE and the alpha
    was maintained
    perfectly without any other changes.
    Craig Wollman
    Lingo Specialist
    Word of Mouth Productions
    212-928-9581
    www.wordofmouthpros.com
    "Lukewig" <[email protected]> wrote in
    message
    news:ek0ibj$c9k$[email protected]..
    > Hi Craig,
    >
    > If "pImage.useAlpha = TRUE" gives a 'cannot set this
    property" error, then
    > pImage.depth is less than 32. Change your code to
    something like this to
    > confirm:
    >
    > if pImage.depth < 32 then put "oops, no alpha to use"
    > else pImage.useAlpha = TRUE
    >
    > As how to "maintain the alpha channel with imaging
    Lingo", I gotta scratch
    > my
    > head each time (its kind of counter-intuitive). Basic
    rule of thumb is
    > turn off
    > alphas for copypixel operations, extract your alphas and
    copypixel them
    > separately, and then reset the alpha of the final
    composite image (of
    > course,
    > the details depend on whether your are wanting to
    combine your alphas or
    > not).
    >
    > -- Luke
    >
    >

  • Tiled images are acting odd (Alpha Channel seems to be problem)

    Still working on the project that is giving me all sorts of...learning exercizes. (see http://discussions.apple.com/thread.jspa?threadID=463667&tstart=0)
    I thought I had everything worked out, but am having the oddest problem lately. When I put the image together, things look great until 3/4 of the pieces are in place...then all of a sudden a portion of one picture will appear in a band in another picture). Here's what I've done:
    I used ImageReady to divide the image (exported from the original footage via Quicktime in a variety of ways...interlaced and then deinterlaced in Photoshop...progressive...) into 25 pieces (5X5 grid). I imported the 25 pieces into Motion and changed the pixel aspect ratio to NTSC D1/DV (I also tried doing it w/Square pixels) and placed the pieces one by one into a standard NTSC DV Motion project. Problem is, as I said, out of the blue the image will shift.
    I've tried all sorts of things and they all kind of work. If I change the alpha channel it will work...for a while. If I change the field order it will work...for a while. And when I say 'for a while' I mean it will look like it's all fixed...and then out of the blue WHAM! I'll adjust the settings of one of the pieces to something that has worked before and it will go crazy again.
    Basically, the only way I've been able to get it to work is to change some of the pieces to Field Order lower (and change the Field Order of the project to "none") but not all of them. If I do it kind of randomly to pieces that are not working, it seems to be fine.
    Any idea what is causing this???

    The final image (and the project) are both 720X480. Same as the raw footage. (although....when I open the raw footage into Quicktime, it seems to be square pixels, as it is wider than the 720X480 movie that I'm linking to you here: I uploaded a .mov version of the Motion project, which just got done being processed/imported into DVDSP).
    http://www.jonathanfrank.com/intro2.mov
    Here's the weird thing...it looked fine in Motion! I re-created it from scratch and it seemed to work fine. I exported via Quicktime the images (used Animation setting, as it seemed to give a clearer shot). I opened the images in Photoshop, reset the Pixel Aspect Ratio to .9 (DV), cut and pasted the image to a new Photoshop document/image (the NTSC DV Menu template), exported the image into ImageReady, sliced it into a 5X5 grid, Save Optimized it as png images, imported the images into Motion, set the Pixel Aspect Ratio to .9 again (for some reason ImageReady seems to have deleted that step), and re-created the project.
    And it seemed to work. I didn't get any of the 'banding' or 'sending some of column A to column B' that I did when creating it before. Everything seemed to work (except for when I cut and pasted the background Replicator from the old project to the new to save time...then I got the weird effects...which vanished when I reverted to the saved older version and didn't occur again when I inserted the Replicator into the layer from scratch).
    The field ratio of the images I kept at 'none.' the field ratio of the project is "lower" (I have played with other settings previously, and making them match didn't do anything...and since it was seeming to work this time, i didn't want to mess with anything that didn't seem broken). BIt depth is 8. Frame rate on the project is 29.97, and it reads 30 on the Media tab for the images (once again, since it appeared to be working...)
    Just played it in Motion and it still seems to be working (plays very slowly but I got through the first series of images w/o problems).
    Might try to export it from Motion in the morning (but importing the problem one into FCP showed the same problems, even before rendering).
    But if you have any suggestions...
    IMac G5   Mac OS X (10.4.2)  

  • Graphics, ImageIO, and 32-bit PNG images with alpha-channels

    I have a series of 32-bit PNG images, all with alpha channels. I'm using ImageIO.read(File) : BufferedImage to read the PNG image into memory.
    When I call graphics.drawImage( image, 0, 0, null ); I see the image drawn, however all semi-transparent pixels have a black background, only 100% transparent pixels in the source image are transparent in the drawn image.
    The Graphics2D instance I'm drawing to is obtained from a BufferStrategy instance (I'm painting onto an AWT Canvas).
    Here's my code:
    Loading the image:
    public static BufferedImage getEntityImage(String nom, String state) {
              if( _entityImages.containsKey(nom) ) return _entityImages.get( nom );
              String path = "Entities\\" + nom + "_" + state + ".png";
              try {
                   BufferedImage image = read( path );
                   if( image != null ) _entityImages.put( nom, image );
                   return image;
              } catch(IOException iex) {
                   iex.printStackTrace();
                   return null;
         private static BufferedImage read(String fileName) throws IOException {
              fileName = Program.contentPath + fileName;
              File file = new File( fileName );
              if( !file.exists() ) return null;
              return ImageIO.read( new File( fileName ) );
         }Using the image:
    Graphics2D g = (Graphics2D)_bs.getDrawGraphics();
    g.setRenderingHint( RenderingHints.KEY_ANTIALIASING , RenderingHints.VALUE_ANTIALIAS_ON);
    public @Override void render(RenderContext r) {
              Point p = r.v.translateWorldPointToViewportPoint( getLoc() );
              int rad = getRadius();
              int x = (int) p.x - (rad / 2);
              int y = (int) p.y - (rad / 2);
              BufferedImage image = Images.getEntityImage( getCls(), "F" );
              r.g.drawImage( image, x, y, null );
         }

    You may want to check on you system and see what ImageReaders are available, it could be ImageIO is just not picking the best one, if not, then you can use getImageReaders to get an iterator of image readers, then choose the more appropriate one.

  • Export PNG images with alpha channel from flash

    Hi,
    I have this FLA with animation and when played, the animation has alpha channel. I can’t understand why when I look in the library I see the frames without the alpha channel and also when I try to export/extract the image again the image don’t have alpha channel.
    How is it that in flash this image has alpha channel and how to get it out like that into PNG?
    Here is the link to download the FLA:
    http://download759.mediafire.com/nb749r29220g/e0636ab0ru6ouoa/Untitled-1.fla

    "when played, the animation has alpha channel"
    how are you playing the animation? control/enter in Flash, Publishing to a Web page or what?
    How can you tell that the animation has the alpha channel? What exactly are you seeing?
    What is the aniimation? a series of images, one image moving? Are teweens imvolved?
    " when I try to export/extract the image again the image don’t have alpha channel"
    How are you exporting the image? is it a single image? or a series of frames that makes up an animation?
    What was the file format of the original image? you brought that image into Flash and animated it? Now you want to export as a .png with transparency?
    Have you ever tried to export a  simple .png before so that you see and understand the dialog box that pops up during export? are you chosing "24 bit with alpha channel" in the "Colors" choice?
    For those of us who may not want to download your file, please provide a more detailed describtion of everything related to this question.
    Best wishes,
    Adninjastrator

  • How can the alpha channel be removed in an image with the command sips?

    I solved it by converting the image to jpeg with best quality, but it's a less than optimal solution.
    Is there a better way?
    I want to know because I'm developing a bash script to manipulate images.
    Thank you.

    I'm developing a Bash script to automate PNG compression.
    Converting true color images is often a good idea to reduce file size dramatically but transparency doesn't look any good then. So removing the alpha channel is usually the thing to do.
    I think Apple's platform is very easy to use but as soon as I dig deeper into the system it often becomes frustrating. Why isn't there a simple way to do something so simple and basic as removing alpha channels from images from the command line? Sips should be the answer but doesn't seem to be, unless I've missed something, but the manual doesn't give any clue.

  • Import Image Sequence and Alpha Channel Transparency?

    Hello --
    I need to go from PNG sequence (with alpha channel transparency) to FLV (with alpha retained), and am trying to do this in QuickTime Pro. Seems like this should be possible.
    When I import a sequence of PNG images into QuickTime Pro, the alpha channel displays as solid black. When I export the movie as FLV (using On2 VP6 Codec, which supports alpha transparency), there is still a solid black background, and no transparency. I have looked everywhere in QT Pro for transparency settings, but to no avail. Any tips would be hugely appreciated. Thanks in advance!
    Mike

    Thanks, but something is not working.
    Going back to your original post, when I do Cmd-J, then set transparency to "Straight Alpha," the movie background immediately changes from black to white. So far so good. But if I export that movie as MOV (Animation, no compression, millions of colors+), then bring it back in, and confirm with Cmd-J, the transparency setting is gone. Am I missing something?

  • How do I prevent the image from shearing when I have an alpha channel?

    I'm using After Effects to prepare some videos for the web.  They are running at 320x240.  The settings are Flv/F4v, Millions of colors, 15 FPS, RGB and Alpha, 44K/16bit Mpeg III audio, CBR 1 pass with a bit rate of 872, On2VP6 encoding.
    I create the alpha channel from a greenscreen behind the actor using standard keylight and garbage mattes.
    When I do not encode an alpha channel, the image is fine.  My problem is that when I try to encode the alpha channel, the image shears to the left from bottom to top, and the whole image is transposed about 40% to the left.  But we need the alpha channel.
    This is what the shearing looks like.  Any ideas on what is happening and how to prevent it?  Thank you.

    To check the clip, I made a small swf file the same dimensions and frame rate, 320x240 @15fps.  It's a single frame, single layer with no skin.  It just plays the flv file when you open up the swf.  The flv file is external, so to test the results, I just keep rendering in AE to the same flv file name.
    The first two seconds play okay.  The shearing doesn't begin till after that.  So I'm suspecting there is something strange with the keyframes.  I even tried messing with the keyframe distance settings at 30 and 15, without effect.
    The original video is an 854x480 mov file playing at 14.99 fps, millions of colors, Sorenson 3 coding.  When I bring it into the comp, which is set at 320x240 @15 fps, I scale the movie to 50% in size.  At your suggestion, I just tried making sure that all the frame rates are 14.99 instead of 15.  Sadly, without any benefit.  I'm still baffled.

Maybe you are looking for