Animation jumps to button keyframe on rollover
I have what I hope is a basic question. When I view my animation in browser, it plays fine, but if I rollover the animation (with the mouse) at any point while it is playing, it jumps to the keyframe where I have a button set up. I'm hoping that this is a simple action that I am forgetting to set? Any help is appreciated! Thanks,
Please share your composition for us to check it out.
Similar Messages
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Hello.
I need your help.
I put jump forward button from library in Adobe Director my sprite "Right arrow" and It's not working. How can make to work so that to go next windows?
-- DESCRIPTION --
on getBehaviorDescription me
return \
"JUMP FORWARD BUTTON" & RETURN & RETURN & \
"Allows users to retrace their steps after having used the Back button." & RETURN & RETURN & \
"This behavior works in association with the Jump Back Button, which in turn relies on the Jump to Marker Button and/or Jump to Movie Button behaviors." & RETURN & RETURN & \
"These behaviors store visited markers in a global variable: gNavigationButtonList. " & \
"While authoring, the Jump Back Button may take you to other (unconnected) movies where you used the same behavior. " & \
"If you find this disconcerting, type 'clearGlobals' into the Message Window before you run your current movie." & RETURN & RETURN & \
"If you wish to use the Jump... " & \
"behaviors both on the Stage and in a MIAW, and you wish to make the content of each entirely separate, you will need to create a copy of the whole set of behaviors, and change all occurrences of the global name in all the behaviors in one set. " & \
"(Use the Find command, followed by the Replace All button, limiting the search to the current script). " & \
"Use one set of behaviors for the MIAW and the other for the Stage." & RETURN & RETURN & \
"PERMITTED MEMBER TYPES:" & RETURN & \
"Graphic members" & RETURN & RETURN & \
"PARAMETERS:" & RETURN & \
"None" & RETURN & RETURN & \
"ASSOCIATED BEHAVIORS:" & RETURN & \
"* Jump to Marker Button" & RETURN & \
"* Jump to Movie Button" & RETURN & \
"* Jump Back Button" & RETURN & \
"* Push Button (to alter rollover / mouseDown states)"
end getBehaviorDescription
on getBehaviorTooltip me
return \
"Use with graphic members." & RETURN & RETURN & \
"This behavior can only be used in conjunction with the Jump Back Button behavior, which in turn relies on the Jump to Marker Button and/or Jump to Movie Button behaviors. " & \
"When the user clicks on a sprite with this behavior the playback head will retrace the steps previously taken in the reverse direction by the Jump Back Button."
end getBehaviorTooltip
-- NOTES FOR DEVELOPERS --
-- The main handler is GoForward, which is triggered by mouseUp. The Initialize
-- handlers checks if the global gNavigationButtonList variable has the right
-- structure, or creates it if it does not already exist.
-- USE OF 'JUMP BACK/FORWARD BUTTON' BEHAVIORS
-- Information about what markers have already been visited is stored in a
-- global variable: gNavigationButtonList. As a global, this variable is
-- available to all navigation behaviors, on any sprite in any movie.
-- gNavigationButtonList has the following structure:
-- [#stack [...], #index: [...], #forward: [...]]
-- Each of the subLists has the structure:
-- [[#frame: <integer>, #movie: <movieName>], [...]]
-- #index is not currently exploited. It provides a list of all markers
-- visited, in the order of their first visit. It could be used to create
-- a pop-up menu, or to check if a player had visited a particular scene.
-- When the 'Jump Back Button' is activated, the marker nearest to the playback
-- head is appended to the #forward list. When the 'Forward button'is
-- activated, this last item is copied to a local variable,then removed from
-- the #forward list. Information concerning the current marker is appended to
-- the #stack, so that users can once again use the 'Jump Back Button'.
-- Going explicitly to "frame x of movie y" triggers the movie's
-- prepareMovie and startMovie handlers. If the most recently visited
-- marker is in the current movie, the command "go frame x" is used instead.
-- USE OF "PUSH BUTTON" BEHAVIOR
-- The "Push Button" behavior can be used to deal with the rollover and
-- mouseDown states of the "Jump Forward Button". When this behavior is
-- initialized, it asks each behavior on the same sprite to return a
-- behavior reference, if it happens to be the "Push Button" behavior. If
-- a reference is returned then the "Jump Forward Button" sets the button's
-- enabled state to indicate whether the #forward list currently contains
-- frames to jump to.
-- TROUBLE-SHOOTING
-- See "Jump Back Button"
-- HISTORY --
-- 10 September 1998: written for the D7 Behaviors Palette by James Newton
-- 2 November 1998: all member-swapping removed (use Push Button behavior)
-- 9 November 1998: enabled/disabled state added to Push Button interaction
-- 5 January 2000: updated to D8 <km>
-- GLOBAL VARIABLE --
global gNavigationButtonList
-- PROPERTY --
property myStateBehavior
property myState
-- EVENT HANDLERS --
on beginSprite me
Initialize me
end beginSprite
on prepareFrame me
if myStateBehavior.count() then CheckIfActive me
end prepareFrame
on mouseUp me
GoForward me
end mouseUp
-- CUSTOM HANDLERS --
on Initialize me --sent by beginSprite
-- Error checking: Global variable
if voidP (gNavigationButtonList) then
-- -- Initialize gNavigationButtonList
gNavigationButtonList = [#stack: [], #forward: [], #index: []]
else
-- Is it the right global?
if gNavigationButtonList.ilk <> #propList then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
else if not gNavigationButtonList.findPos(#stack) then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
else if not gNavigationButtonList.findPos(#index) then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
else if not gNavigationButtonList.findPos(#forward) then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
end if
end if
-- End of error checking
-- Check for "Push Button" behavior on same sprite
theSprite = sprite (me.spriteNum)
theBehaviors = theSprite.scriptInstanceList
myState = -1
myStateBehavior = []
call (#PushButton_GetReference, theBehaviors, myStateBehavior)
end Initialize
on CheckIfActive me
-- Enables/disables the "Push Button" behavior
forwardCount = count(gNavigationButtonList.forward)
forwardState = forwardCount <> 0
if myState = forwardState then exit
myState = forwardState
call (#PushButton_ToggleActive, myStateBehavior, forwardState)
end CheckIfActive
on GoForward me -- sent by mouseUp
forwardCount = count(gNavigationButtonList.forward)
if not forwardCount then
exit
else
currentMarker = [#frame: marker (0), #movie: the movieName]
-- Transfer currentMarker to #stack
gNavigationButtonList.stack.append(currentMarker)
-- Go forward
markerToGoTo = gNavigationButtonList.forward.getLast()
gNavigationButtonList.forward.deleteAt(forwardCount)
theFrame = markerToGoTo.frame
theMovie = markerToGoTo.movie
if theMovie = the movieName then
go theFrame
else
go theFrame of movie theMovie
end if
end if
end GoForward
on substituteStrings(me, parentString, childStringList) --------------
-- Sent by errorAlert
-- * Modifies parentString so that the strings which appear as
-- properties in childStringList are replaced by the values
-- associated with those properties.
-- <childStringList> has the format ["^1": "replacement string"]
i = childStringList.count()
repeat while i
tempString = ""
dummyString = childStringList.getPropAt(i)
replacement = childStringList[i]
lengthAdjust = dummyString.char.count - 1
repeat while TRUE
position = offset(dummyString, parentString)
if not position then
parentString = tempString&parentString
exit repeat
else
if position <> 1 then
tempString = tempString&parentString.char[1..position - 1]
end if
tempString = tempString&replacement
delete parentString.char[1..position + lengthAdjust]
end if
end repeat
i = i - 1
end repeat
return parentString
end substituteStrings
-- ERROR CHECKING --
on ErrorAlert me, theError, data -- SENT BY intialize
-- Determine the behavior's name
behaviorName = string (me)
delete word 1 of behaviorName
delete the last word of behaviorName
delete the last word of behaviorName
-- Convert #data to useful value
case data.ilk of
#void: data = "<void>"
#symbol: data = "#"&data
end case
case theError of
#invalidGlobal:
tError1 = "BEHAVIOR ERROR: Frame ^0, Sprite ^1"
tError1 = substituteStrings(me, tError1, ["^0":the frame, "^1": the currentSpriteNum])
tError2 = "Behavior ^0 requires a global gNavigationButtonList with " & RETURN & \
"the following structure:"
tError2 = substituteStrings(me, tError2, ["^0":behaviorName])
tError3 = "[#stack [...], #index: [...], #forward: [...]]"
tError4 = "Current value = ^0"
tError4 = substituteStrings(me,tError4, ["^0":data])
alert(tError1 & RETURN & RETURN & tError2 & RETURN & tError3 & RETURN & RETURN & tError4)
halt
end case
end ErrorAlert
on isOKToAttach (me, aSpriteType, aSpriteNum)
tIsOK = 0
if aSpriteType = #graphic then
tIsOK = 1
end if
return(tIsOK)
end onHey there ZeldaFan29,
It sounds like you have some songs that are skipped when using the forward and back buttons on your iPod nano, and that leads me to believe that maybe these songs are skipped over when you are playing your playlist in the iPod as well. I have an article that can help you troubleshoot this issue:
Troubleshooting songs that skip - Apple Support
http://support.apple.com/en-us/HT203351
Thanks for being a part of the Apple Support Communities!
Regards,
Braden -
Revealing extra buttons in a Rollover???
I am looking to create a button that will automatically reveal another 3 buttons as a rollover. When you highlight a button that is not within the 3 they should disappear. I understand that one way of doing this is to make another menu and have the rollover automatically link to the other menu showing the other buttons, but unfortunetly I need this to work on a laptop and doing it this way only seems to work on dvd players. It does work on the laptop in a sence, but to reveal the other buttons you need to actually click on the link rather then just roll your mouse over it.
Is there any way I can make this happen????
Cheers,
JesseWhat you have you have described is the method that comes closest to making rollovers, no good/100% reliable way to do so - some players may respond to the rollover without clicking, some may not.
-
Animated drop down buttons not working in movie clip
Hi,
I am working on this site: (AS2)
http://www.steamandclean.com/Index_w_1.html
I have two types of drop down menu. One under Commercial and one under Technical
The buttons are movie clips. The drop downs are also movie clips that start in frame 2 and are triggered on rollover.
The child buttons are buttons living on the drop down movie clips. They are set to getURL
As you see they are not willing to neither link to any url or will they run their move clip animation. One is a button and one is a movie clip.
The left movie clip has a mask, but it makes no difference if I remove the mask . It also has a emboss filter and no difference is I take that away either.
All of it is in one flash movie right now, but I will be splitting it up in a master navigation movie and individual swf's soon.
Right now I have the main movie, then the button MC then the dropdown MC and in the drop down MC I have placed either a animated (button) MC or a button. So it nested in nested in.......
In both cases I scripting the child buttons like this:
on (rollOver) {
gotoAndPlay(2);
on (rollOut) {
gotoAndPlay(6);
on (release) {
getURL("http://steamandclean.com");
I have also tried to use
_parent.getURL and _root.getURL in stead of just get URL, but it does not work.
The drop down buttons seem to be buried. In the left side the whole drop down panel seems to act like a link?
What am I doing wrong?
Can you help?
ggaardeHi Ned
Thank you for your reply again.
I figured it out.
Your reply prompted me to have my main button on rollover to go to a frame number on the main time line and then move the content of the drop down movie clip to that frame.
The drop down panel now work and the child buttons animation now work as well. I just had to find a way to make the drop down panel disappear on rollout. Since I could not script the actual drop down panel I created three skinny invisible buttons and placed them on the right, left and button of the drop down panel. I scripted them to go back to frame 1 on both rollover and rollout. Done.
See the result there:
http://www.steamandclean.com/Index_w_1.html
(Left side only)
Thank you for your help.
ggaarde -
Symbol with 3 animations controlled by buttons elements within
alright this thing is bugging the crap out of me.
I have a symbol (top_nav) with elements inside that will be buttons on click (quad1, quad2, juggle_logo_nav)
each button moves to a point when clicked and then I need it to move back on a seperate click.
I have my animations on the same timeline which I thought would make it easier but I guess not.
I will also be doing this with 2 other symbols (bottom_nav, and slide_right_left) so I need to figure this out. I have spent way to much time creating and trashing this thing. Help
Here is the flle. https://www.box.com/shared/static/i3lx4xwlaad35ery0ki1.zipHello John,
Okay, the two ways that I'd approach something like this would be either creating a state machine where you set a variable that you check later to see if the button's been clicked, and then use a conditional to perform the correct action based upon the value of the variable and then give it a new state value (not too complex an approach, but lots of code), or simpler and probably just as effective, use getPosition() to get the current time of the playhead, and then use a conditional to perform the correct action based upon the time in milliseconds derived from getPostion(). Here's some code that you could put on the click event of your button (everything with a double forward slash is a comment, but the lines starting with sym can be uncommented (remove the double slash) and used if necessary:
var getPosition = sym.getPosition();
if (getPosition < 1) {
sym.play();
// you can also use getSymbol to play other symbols, like the following:
// sym.getParentSymbol().getSymbol("mySymbol").play();
} else {
// assuming you want to play it in reverse back to the last label/trigger
sym.playReverse();
// or you could just jump there, like so:
// sym.stop(0);
But - looking at how you've set up your animation, it looks like you've already done the reverse animation and you're using triggers to control it - which makes getPosition() a bit of overkill. That's fine, and makes it even easier. So instead of using sym.play(0) as you did in juggle_logo_nav, you could just use sym.play() to advance to the next trigger with the stop action and play the reverse animation. To play symbols outside of the symbol containing the button, reference the sym.getParentSymbol().getSymbol() code above and add it to your code, using your symbol name of course. That would look something like this:
sym.play();
sym.getParentSymbol().getSymbol("slide_right_left").play();
If you want to do any interactivity in Animate, I highly recommend you refer to our Javascript API, which explains all the available commands you can use, with examples of how to use them:
http://www.adobe.com/devnet-docs/edgeanimate/api/current/index.html
hth,
Joe -
How to add animation to a button
Hello,
My DPS page below contains a series of button that each have 2 actions(Goto URL{navto://} and Sound media) which work great.
However, I would like to add a simple action so that the button image "jumps up" when it is clicked.
What is the best way to achive this and can the animation action be added in addition to the existing actions for the button? I'm looking for the simplest method, as I have not used Edge or Flash.
I'm using Indesign CS5.5
Any help greatly received.
Regards,
Iain.....Hello Bob,
I think that is exactly my problem. See screenshots below. Note tray frame size. Is there a solution?
Regards,
Iain.... -
Position animation jumps out of coordinates in between its destination?
hello,
im in the process of making a commercial so im extremly short with time.
i have a text that i want to slowly move from one side of the screen to the other.
i set the orginal point to 274 on the x axis and kept the y the same.
then i put the end point to 265, and kept the y the same.
when it plays back, and leaves that 74-65 boundry and goes to 58!?
(for example... 274.......258.....265) the text looks like it moves one way and then jumps back
i didnt add any keyframes to cause this...why is this happening? even in some cases, the y axis will jump around a bit too.
behind my text animation i have a layer with a spining motion blur picture could that be a reason?
i also have a macbook pro and am running cs3.
i cant seem to figure out why this simple point to point text animation wont work please help me it would be greatly appreciated :)
-mikeSteve is right.
The jargony term for this behavior is 'boomerang' animation.
The top several search results
here are for pages that can help you to understand what's going on.
Or you could just jump straight to the
"Controlling change with interpolation" section of the (supposedly horrific) After Effects CS3 Help on the Web. -
Button and 'disjointed' rollover
I have put a button in the first frame of a movie clip and a
graphic and the second and third frames. The graphics give the
appearance that the button is being highlighted in a way different
than when you actually roll over the button itself. I am doing this
so that when you rollover a button you can show other buttons with
the secondary highlights.
My questiona are, why does my button loose its own behavior
when I attach a behavior to the movie clip it is contained in?
How can I get both the 'disjointed' rollover and the buttons
own rollover to work at the same time?
my test files
swf -
btnTest2.swf
fla -
btnTest2.flaThank you for your reply, I think I understand the 'why' now.
What I mean by the secondary highlights is what I show on the
right-side of my example. I want to mouse over a button and have
another button become 'highlighted' in a way that is different than
the normal button over or down state.
I'm really trying to solve this. I can make it work if I use
a movieclip for all of the button 'states' of up, over, down,
highlight 1, highlight 2 (each in their own frame). I then just add
all of the 'go to frame 2' kind of code and the 'go to frame 4 in
this other button' kind of code to the movieclip. The problem is
that I have 77 of the same 'button' symbol on one page, thats alot
of code to make mistakes with. And I can't make a symbol with all
of the code for 'go to frame 2 on mouseover' already in the
movieclip symbol or I run into the same problem i already have.
Please help me understand this, it seems like it should be
simple. -
Animated (up state) button image quality
Hello,
I am experienced with Captivate and getting familiar with
Flash MX.
I am having trouble with loss of detail (blurry images) when
importing flash into Captivate.
In flash, I've created a simple button. It has a movie clip
in its up state that makes the button "pulse". It has a graphic
symbol for over, down, and hit states. I have published the swf
with no compression and %100 "JPEG quality". When I preview the
swf, it looks and responds to the click well. The button is a
"NEXT" button that will eventually be used to "continue" the movie.
It is about 108 pixels in width and 40 pixels high. It is based on
images I already use for my NEXT button which was created using the
Image Button functionality of Captivate.
(NOTE: I have not tried to attach any action script to my new
button yet because I am still struggling with image quality in
captivate.)
Since it can't be imported as a "button", I have imported it
as an animation. (I am well aware of the issues animations cause
with "losing focus" and such. Just click a library item and then
move on.)
After inserting the animation, the upstate does pulse, the
over state lights up when I mouse over, and the down state displays
when I click. But, the image is noticeably Fuzzy. It is easy to
measure just how fuzzy and bad it looks by putting my test button
right next to an image of the up and over states in captivate OR
opening the new button in flash player and looking at it next to
the images in my image editing software. My images for up and over
are crisp and clear, The animation in flash player is crisp and
clear, but the flash animation in Captivate is quite fuzzy. I do
not think the issue is in flash or in the way the swf was created.
(NOTE: I actually had to import "big" png images into flash,
resize them smaller, then make them into graphic symbols in order
to make the image quality good enough in flash itself. Simply
importing to the Flash library seemed to make images fuzzy too, but
I've gotten around that issue by shrinking bigger images.
...honestly it works.)
I want to know if there is anything I can do about this. Any
insight into getting better image quality of animations in
Captivate is greatly appreciated. As it stands the fuzzy images
just look unprofessional and I can’t use my cool pulsing
button.
Thanks for your insights.While using the fill option for button , you can define the position and fitting for the image.
Thanks,
Sanjit -
Invisible submit button with image rollover
I have a need to combine a rollover image with a form submit
button. I need the submit button to not be visible except for those
that know where to look.
I have a database query that displays rows of data. Each row
has a checkbox to select that item, so the data table is in a form;
the checkbox is a cfinput. In order to pass the parameters of the
checked items, a submit button must be used to submit the form
values.
My need is for the submit button to be the rollover image.
Only users that know where to find the rollover image will be able
to submit the list of checked form values. "Regular" users
shouldn't be in that area of the screen.
So, a combined rollover image submit button is needed.
Ideas? Thanks...Rick...document.yourformname.submit didn't work.
But then discovered that the href value needs to be empty (or
"#") to work. This code works: (rollover images with the submit()
code):
<a href="#"
onClick="javascript:submit()"
onmouseover="MM_swapImage('Image9','','images/change-meeting-date.png',1)"
onmouseout="MM_swapImgRestore()">
<img src="images/blank-hidden-area.png"
name="Image9"
width="111"
height="11"
border="0"
id="Image9" />
</a>
When, in DW, you add the rollover image, you need to leave
the href value empty. I suppose that lets the submit button use the
<cfform action...> value as the results page, letting the
form values pass to the results page.
Now, the next step is to have two different rollover images
with submits() that point to two different result pages, while
still using one cfform. (Two submits in one form, each submit
pointing to a different results page.)
...Rick... -
Hyperlinks within a button / button within a rollover button?
Hi folks,
I'm quite the newbie here (print designer trying my hand at multimedia news projects), so I apologize in advance for sounding stupid a bit too often.
OK, so I'm working on a project, and it's going OK. What I want to do is for the user to rollover a button/object, and a little pop-up box will show up, and it will have some text/photos/... Pretty routine stuff. That I can accomplish without a problem...
Now, what I want to add in there is also a hyperlink that will open a Web page in a new window. And that's where I get stuck. It won't let me.
I assume it's because part of the rollover thing in the button symbol. That's how I'm doing it so far.
So, is there anything I can do going that route, or do I need to take another approach?
I'm thinking the other option would be to create a movie clip, which would hold the pop-up box and the photos and the like, then make a button within that which would hold the hyperlink. Then, I could create an object right on the timeline with a rollOver that would trigger the movie-clip instance.
Does that make any sense?
I'm using CS3, but I also have access to CS4 if needed.
Thanks in advance for your help!Hi Ned,
Thanks for the reply. I think I know what you mean. So anything that's triggered with a button cannot have anything inside triggered again.
To put it pretty simply, this is what I have:
There's a fever chart, and there are several points that I would like highlighted along the way.
So, when I roll over, say, the highest point, a balloon of sorts would pop up. It would have some text and photos and whatnot, but it would also have hyperlinks.
So... What's the best way to approach it?
I'm thinking the balloon of sorts would be its own movie clip, and all the goodies would be inside of it.
Now, to trigger it, should there be an object converted to a symbol to trigger it? Then, should I do a on(rollOver) kind of thing? When I roll over it, it would play that instance.
Or, the other option would be to do a rollover that would go to a certain layer/frame and play that.
What do you think?
Again, I'm sorry about my ignorance.
Thanks! -
Hi fellow Musers,
Just a quick question. My client wants me to create a button rollover (image) that enlarges. Can someone help me how to do this if its possible.
thank you
AndyHi Andy
I believe you want a button which should expand on rollover. This can be done using tooltip.
Drag the trigger in position ,align it properly on page and select show target on rollover. You can either keep both aligned on page or you can place the trigger behind target area and make both trigger and target size in such a way that on rollover it would create an effect as the button is enlarging.
Let me know if you have questions.
Thanks,
Sanjit -
Discussion needed on animated group of buttons
For a day i have been stumped.
Picture this in your mind,
a timeline 12 frames long
a mask layer 20x6 in size
a movie clip under the mask layer that contains 3 buttons
lined up next to each other, this mc is 20x6 in size
The Timeline:
Starting Key Frame the default small size
2nd Key Frame the enlarged size
3rd Key Frame the default small size
Between the Key Frames Tweening occurs to grow and shrink the
Mask Layer
Button Movie Clip
When the user mouses over the mc the mc then grows to 100x30
When the user mouses out of the mc the mc then shrinks to
20x6
MouseMove events and the mouse out trigger after the Mask and
the button mc grows and reaches the next key
Now the problem. frame
Cant interact with the buttons
After the mouse out mc's then shrinks back to the default
size but mouse over no longer functions.
So, my assumption is that it has to do with the key frames
and possibly the player interprets the key frames as new instances
even though each key frame i ensure that the name of the mask and
the button mc are on them they dont see them as the item from frame
1 in the timeline.
Does anyone have experience with this situation?the first thing that comes to my mind is the on the 3rd key
frame you don't have the instance name of the button set.
I have had that issue where i do the timeline animation and
then go back and name my instances and forget one of them. Check
that, if not, I can try to duplicate the problem. -
Animation Question: Changing all keyframe instances in a single layer all at once?
I am working on an animated piece in Adobe Flash. I have a
single 'head comp' layer that contains head, eyes, mouth, etc.
layers within. I have created several keyframes in this layer to
animate the entire head comp. Furthermore, I have several keyframes
within that comp for lip sync, eye movements, etc.
My problem is, I have to manually change every single
keyframe in the head comp layer to sync up with the animation
contained within. For example, if I have a keyframe on the main
head comp layer-- on frame 5-- I have to manually select frame 5,
go to Properties panel, change to "Play Once," and then type in the
frame number in the "First" field. I then have to repeat this
process several hundred times across the entire layer. There must
be a faster to to sync up the whole layer. Please help!!!Thanks again for your help.
I think my problem here is, I'm not trying to move any frames
or anything. I just want to change the properties panel of each
keyframe in the layer to "Play Once" and have the number in the
"First" field match it's frame number (example: I want to change
the "First" field to "10" if the keyframe starts on frame 10. That
way it will match up with my lip sync animation on frame 10 of the
nested layer within.) Does that make sense? I have been having to
change each keyframe number in the layer manually. It takes
forever.
The "Play Once/Loop/Single Frame" option isnt available if I
dont create a motion tween. Again, I'm not trying to move my
animation-- just change all of the Properties at once.
Also- if this helps- I am working in CS3. -
Keynote scale animation "jumps" in iBook
I want to use the scale animation on a character in a keynote presentation.
when I import it into ibooks author with the keynote widget i get no errors.
But when I play it in the ibook there is a strange bug:
After all animations on the slide are finished, the characters I scaled suddenly jump a little bit up or down. Just a few pixels.
In keynote the presentation works fine!
Does anyone have a solution for that problem??
thx!!There is no formal BR method for this like what devs use, so yes, that feedback link is what is most commonly used, I think.
Good luck.
Ken
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