Captivate 5 swf gallery animations looping e.g. wrong mark
Hi, I have used the wrong and correct marks from the Captivate swf animations gallery extensively in a Captivate 4 project. I have upgraded the project and now these animations loop rather than stop once the mark is drawn. I tried replacing them with the swf files in the Captivate 5 gallery and they have the same problem. They are still Actionscript 2... so perhaps that is the problem? The 'loop' checkbox in the Captivate Properties is shaded out.
Does anyone know of a fix this this?
Thankyou.
Hi,
So, do you mean if you use the "Wrong Mark.swf" from the following location, even that does not help:
C:\Program Files\Adobe\Adobe Captivate 5\Gallery\SWF Animation\Others
Thanks,
Sikandar
Similar Messages
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Hi,
I've published Adobe Captivate swf files and then inserted them into my RoboHelp project. I then synced my RoboHelp project with our website and the videos within online help are not functioning in IE8 or IE9. They are only working in IE11.
Thanks,
JaimieHi there
When a SWF plays in IE, it uses the Flash Player ActiveX control. I'm not 100% sure that different versions of IE would share the install. So if you have one version of IE on your machine, perhaps it either doesn't even have the control added in or it's the wrong version.
One thing I would check in the browsers where the content seems to be missing is to right-click the blank area and see if you coax a Flash pop similar to below:
Then note the version number.
You may find that all that you (or others) need to do is ensure you have at least a specific version of the player/add-in installed.
Cheers... Rick -
I am loading a swf that I created in captivate into another
flash file. I would like to be able to detect when tha captivate
swf is at the end. Is there a way in flash to detect when a
captivate swf is at the end?Hi Jencarter,
another possbility could be to embed a small swf-animation
into the captivate-movie that calls a function in the root, in this
case the flash-file which loads the captivate-movie.
We had the same problem, in the flash-file a function
"chapterend" should be called as soon the captivate-swf is at the
end.
So I've build a small swf which just calles the actionscript:
_root.chapterend();
This swf can be imported into the last slide of the
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Best regards -
Importing SWF/FLA animated intro...
I created an intro animation in Flash 8 to use as the intro
for our captivate classes.
The animation does not play well, it skips forward through
70% of the animation, and only plays one of the audio pieces.
I dont seem to be doing it right. Also I created the
animation as the same widthxheight as the captivate video but it
seems to be resizing it. Could this be the problem?
Thanks.Hi there. There are just too many variables to do more than
give you wild guesses. But maybe with some more information ...
We don't speak "does not play well"
, so you'll have to be more specific please.
When you say it "skips forward through 70% of the animation",
I assume you mean that the Flash 8 - generated intro only shows the
last 30%??
And about those "audio pieces" that it only "plays one" ...
how many separate audio files are included in the Flash Intro SWF?
And where are the missing ones time-lined to play (in Flash)?
Open the FLA for the intro and double-check (in Flash 8) what
Flash version you specified when you published the SWF from Flash.
That could be the problem ... try Flash version 7 (if you already
output as version 8) to see if that helps. Let us know what that
does ...
In the meantime, the answer to your other question is "no",
the Flash SWF size shouldn't have any affect at all, because as a
Flash-generated SWF it would be vector-based, so reducing or
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raster-based (bit-mapped) and aren't as "scalable" as
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Hope this helps somewhat.
. -
GetURL is triggered when animation loops
I created a simple animation that needs to have a button on one segment of the animation. I created a button with a action of getURL in AS3, the problem I am haing is that every time the animation loops from the first frame it triggers the button and the new page I requested pops up. How can I stop this from happening automatically?
If you show the code you used and explain where you put it, then someone may be able to help.
getURL is not AS3 code, it is AS2, so more is wrong with your design than you probably anticipate. If it is an AS3 file and you use AS2 code you will get an error message. -
So I have this AS3 animation, no AS, just timeline tween stuff. When I load it into Captivate, it will not loop. Yes, of course I clicked the loop property.
I also tried the Synchronize with project, and every combination of display time settings.
The animation runs until the frame time is over, then it stops, no loop.
Anybody run into this problem before?
ThanksHi there
You need to insert the animation into a MovieClip. Then insert the MovieClip into the timeline.
Cheers... Rick
Helpful and Handy Links
Captivate Wish Form/Bug Reporting Form
Adobe Certified Captivate Training
SorcerStone Blog
Captivate eBooks -
Is there a way to remove captivate swf click listeners?
Hi, this is my first time posting. After a lot of searching and no answers I figure maybe someone here knows.
Short background: I have a captivate Sim that is being loaded into a sim viewer of a courseware. The sim viewer has it's own directional pointers, feedback boxes, and instructional boxes. To get all of this working correctly has been difficult, and I'm using AS3, Captivate 4, Flash CS4, and export for Flash Player 10 for the unloadAndStop() command to clean it up when no longer needed.
My question: is it possible to directly remove the event listener that captivate is using to listen for mouse clicks? (and add it back when needed)
I have the correct/incorrect calling a Javascript. On incorrect, it is set to one attempt, but the javascript tells it to:
loaderPath.content.rdcmndPause = 1;
loaderPath.content.rdcmndGotoSlide = loaderPath.content.rdinfoCurrentSlide;
loaderPath.content.rdcmndResume = 1;
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The sim I'm using requires that it can be "paused" in essence, with an opaque layer over it. The problem is that it STILL gets the mouse clicks even through this layer. I managed to create a conditional rig to fix that (a Boolean that when set to false, does not evaluate the javascript calls i get for correct and incorrect clicks). but I still have a problem where when the Sim is active, there is a drag and drop instructions box, and when it's released, it evaluates incorrect.
so, I'm sorry if that is confusing, but I'm basically wondering if there is a way to block captivate from getting the mouse click on an evaluation slide when you don't want it to?That would not really solve my issue at all. I need it to not register a click for correct OR incorrect at a certain point in time (when they are dragging an information window and they drop it).
Say that I have a screen with a large click box on it, that is correct, and the rest of the screen is incorrect. If they just happen to drag and drop the information window over part of the correct box I obviously do not want it registering as the correct answer. I need a way to block all mouse click and release information from communicating with the Captivate .swf (but also the ability to turn it back on). -
Captivate SWF Quality Poor in Presenter 7.0
Hi,
My company recently purchased Presenter 6 to run on
PowerPoint 2003, which was great - we were able to produce some
really high quality content by incorporating screenshots, clip-art,
Flash animations and Captivate movies.
Then the dreaded upgrades began. We move to PowerPoint 2007
and were forced to upgrade to Presenter 7.0, which at the time
didn't seem like a big deal. However, since upgrading I've noticed
that graphics and in particular Captivate SWFs displayed in the
Presenter output are of a pretty low quality. I've set the image
setting to High in Presenter but it makes no difference.
I'm pretty sure it's not Captivate because the SWF output
looks perfectly good if played on its own directly in a web
browser.
Has anybody out there noticed this with Presenter 7 and if
so, have you got any idea why it happens and what I can do to fix
it?
Thanks,
Alex SamsonThere is no reason that Captivate swf that played fine on
Presenter6/PowerPoint2003 should show up in degraded quality in
Presenter7/PowerPoint2007.
The image quality settings won't change anything in the
Captivate swf.
My best guess would be that the Captivate swf contains some
screenshots and the size of the flash object inserted into the
slide is not letting flash player draw the image properly.
Try adjusting the size of the flash object that gets inserted
into the slide to be same as how it appeared in
P6/Office2003. -
Getting Key Events during animation loop
I'm having a problem recieving Key events during my animation loop. Here is my example program
import java.awt.*;
import java.awt.image.BufferStrategy;
import javax.swing.JPanel;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import java.util.ArrayList;
import java.awt.event.*;
import java.util.Iterator;
import GAME.graphics.Animation;
import GAME.sprites.MainPlayer;
import GAME.util.MapData;
import GAME.input.*;
public class ImageTest extends JFrame {
private static final long DEMO_TIME = 20000;
private Animation anim;
private MainPlayer mPlayer;
private MapData mapData;
private InputManager inputManager;
private GameAction moveLeft;
private GameAction moveRight;
private GameAction exit;
public ImageTest()
requestFocus();
initInput();
setSize(1024, 768);
setUndecorated(true);
setIgnoreRepaint(true);
setResizable(false);
loadImages();
anim = new Animation();
mPlayer = new MainPlayer(anim);
setVisible(true);
createBufferStrategy(2);
animationLoop();
// load the player images
private void loadImages()
// code that loads images...
// Initialize input controls
private void initInput() {
moveLeft = new GameAction("moveLeft");
moveRight = new GameAction("moveRight");
exit = new GameAction("exit",
GameAction.DETECT_INITAL_PRESS_ONLY);
inputManager = new InputManager(this);
inputManager.setCursor(InputManager.INVISIBLE_CURSOR);
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inputManager.mapToKey(moveRight, KeyEvent.VK_RIGHT);
inputManager.mapToKey(exit, KeyEvent.VK_ESCAPE);
// Check player input
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if (exit.isPressed()) {
System.exit(0);
if (mPlayer.isAlive()) {
float velocityX = 0;
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velocityX-=mPlayer.getMaxSpeed();
if (moveRight.isPressed()) {
velocityX+=mPlayer.getMaxSpeed();
mPlayer.setVelocityX(velocityX);
// main animation loop
public void animationLoop() {
long startTime = System.currentTimeMillis();
long currTime = startTime;
while (currTime - startTime < DEMO_TIME) {
long elapsedTime =
System.currentTimeMillis() - currTime;
currTime += elapsedTime;
checkInput(elapsedTime);
mPlayer.update(elapsedTime);
// draw and update screen
BufferStrategy strategy = this.getBufferStrategy();
Graphics2D g = (Graphics2D)strategy.getDrawGraphics();
if (!(bgImage == null))
draw(g);
g.dispose();
if (!strategy.contentsLost()) {
strategy.show();
// take a nap
try {
Thread.sleep(20);
catch (InterruptedException ex) { }
public void draw(Graphics g) {
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if (bgImage != null)
// draw image
g.drawImage(mPlayer.getImage(), (int)mPlayer.getX(), (int)mPlayer.getY(), null);
}My InputManager implements KeyListener. When running print statements on my Key events, they are not being called until after the animation demo is done running. Can someone help me with getting the Key events to update during the animation loop? Thank you!I've used the post from Abuse on the following thread with success. Maybe it will clue you in to what you might be doing wrong:
http://forum.java.sun.com/thread.jsp?forum=406&thread=498527 -
Problem with animation loop in AS3
I'm having a problem doing an animation loop (a walk cycle in
this case) in CS3. I never had this problem in Studio 8 and am
wondering if I've gone crazy or if something has changed in CS3.
The animation cycle works fine so long as I have it loop
without using ActionScript, but when I try to loop it using
gotoAndPlay it skips the last frame (i.e., the frame that the code
is on). I tried adding an extra frame at the end and placing the
code on it... it works a bit better, but there's still a bit of odd
timing during the looping.
Interestingly, when I save the fla as a Studio 8 file, it
works fine (if I include that extra frame at the end). I may be
misremembering, but it seemed to me that Studio 8 didn't require
that extra frame before CS3.
Has anyone else seen this? Anyone have a solution to share
(I'm planning to use ActionScript3, so saving as Studio 8 won't
solve my problems)?Sim-Enzo,
> Interestingly, when I save the fla as a Studio 8 file,
it works
> fine (if I include that extra frame at the end). I may
be
> misremembering, but it seemed to me that Studio 8 didn't
> require that extra frame before CS3.
It shouldn't require that extra frame, but I wonder if
you've somehow
configured your FLA's publish settings for a version of
ActionScript you're
not actually using.
> Has anyone else seen this? Anyone have a solution to
share
> (I'm planning to use ActionScript3, so saving as Studio
8
> won't solve my problems)?
If your file works fine in Flash 8, then you must be using
ActionScript
2.0 (or lower) for the time being. Based on what you've
described, I can't
imagine what's going awry. Can you make that FLA available
online
somewhere? See if you can reproduce this issue with a
simplified version,
in case your company's policies (or whatever reason(s)) keep
you from
uploading the real file somewhere.
I'll take a look.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design." -
Controlling Embedded Captivate SWFs
Hi:
I have a SWF (SWF A) that I'm loading into a movieclip
(Movieclip C)which is part of another SWF (SWF B). Basically, SWF B
functions as a player, with play and pause controls. These controls
control Movieclip C where the external SWF A is loaded into.
Normally, I have had no problem with this and it always
works. At run time, when you click the pause button on SWF B, a
stop() command is issued to Movieclip C, which stops the play of
the external movieclip (SWF A) loaded into it.
However, I did a screen capture with Captivate and published
it as a SWF. I loaded this SWF (SWF A) into Movieclip C in SWF B at
run time. However, clicking the controls on SWF I created has NO
EFFECT on the SWF I created in Captivate. It just keeps playing.
I guess all SWFs are NOT created equal. How can I make this
work?
By the way, I do not want to use the embedded controls that
come with Captivate.
Loren
“The only real mistake is the one from which we learn
nothing." - John PowellLoren,
> Normally, I have had no problem with this and it
> always works.
Good.
> However, I did a screen capture with Captivate and
> published it as a SWF. I loaded this SWF (SWF A)
> into Movieclip C in SWF B at run time. However,
> clicking the controls on SWF I created has NO EFFECT
> on the SWF I created in Captivate.
I'll bet it does have an effect, but you just don't see the
effect
you're expecting.
> It just keeps playing.
> I guess all SWFs are NOT created equal. How can I
> make this work?
A SWF is a SWF is a SWF. They are all created equal, from a
certain
point of view. Flash Paper SWFs are just SWFs, at bottom,
even though they
have additional functionality. Captivate SWFs are also just
SWFs -- which
means they must adhere to the MovieClip class, all of whose
methods,
properties, and events are listed in the "MovieClip class"
entry of the
ActionScript 2.0 Language Reference.
It may be that Captivate nests its SWFs, so that you need to
adjust your
target when telling a given movie clip container what to do.
Would you show
the exact ActionScript you're using?
David
stiller (at) quip (dot) net
Dev essays:
http://www.quip.net/blog/
"Luck is the residue of good design." -
Import a .swf 3D animation in Java
Dear all,
I would like to import an .swf 3D animation, which was built in Adobe Flash.
Is it possible? Is any way to tranform this in Java like type? I have read about the JavaSWF2, I have downloaded some samples, but I cannot transform a .swf 3D animation into e.g. into Java Frames.
Otherwise, do I have to build this 3D animation as a Java 3D object, writing code from scratch?
I would like also to ask if anyone has constructed a 3D animation using JavaFX. I read very few things, but I did not find something related to 3D.
I really appreciate any help.
Regards.
kalgikChange the frame rate of the animation after you remove the unwanted section.
-
Script for saving GIF with Animation Loop Endless
Hi,
I am searching for a way to use "save for web" in a Photoshop CC Script.
I already found how to use the "save for web" using Script, but now i am stuck, because i cannot find any information on how to set
that the animation, i want to save as a Animated GIF File, can be set to loop endless.
I already tried to search in all the docs i found about scripting, but there is not a single information about saving gif with animation loop endless...
thanks,
PhilippWhen you do use "save for web" and select GIF, on the bottom right, the loop mode can be selected. But i think i wouldn't matter to me if it's being set before saving the image.
I already tried to run the script, but somehow
"charIDToTID('Ordn')" for example won't run. Is this the same as charIDToTypeID? because i found charIDToTypeID is a function, but charIDToTID is not...
also the third line from the end, one of the functions seem not to work, i think....
But already you given me a real good answer to what i may try to search for, since i did not actually know that this is set within the timeline, i always used the option within the "save for web" dialog on the bottom-right.
I Solved my own problem ...
I just made Photoshop CC with a script log everything, then gotten to this:
function setLoopForever() {
var idsetd = charIDToTypeID( "setd" );
var desc5 = new ActionDescriptor();
var idnull = charIDToTypeID( "null" );
var ref2 = new ActionReference();
var idanimationClass = stringIDToTypeID( "animationClass" );
var idOrdn = charIDToTypeID( "Ordn" );
var idTrgt = charIDToTypeID( "Trgt" );
ref2.putEnumerated( idanimationClass, idOrdn, idTrgt );
desc5.putReference( idnull, ref2 );
var idT = charIDToTypeID( "T " );
var desc6 = new ActionDescriptor();
var idanimationLoopEnum = stringIDToTypeID( "animationLoopEnum" );
var idanimationLoopType = stringIDToTypeID( "animationLoopType" );
var idanimationLoopForever = stringIDToTypeID( "animationLoopForever" );
desc6.putEnumerated( idanimationLoopEnum, idanimationLoopType, idanimationLoopForever );
var idanimationClass = stringIDToTypeID( "animationClass" );
desc5.putObject( idT, idanimationClass, desc6 );
executeAction( idsetd, desc5, DialogModes.NO );
Works perfect! -
Connect Sync not working with Captivate SWF files
HI
I'm creating material for presentations and discussion in Captivate 8 and using Connect 9.3.
The Sync button in Connect doesn't turn on or off the sync view for all participants for a presentation sharing the Captivate SWF file....
Any ideas on how to get the sync feature working?
PS: I'm using Captivate to create the slides and publish to SWF in order to preserve the fonts for the brand. Uploading Powerpoint changes the fonts to system defaults (looks very bad) and PDF, provides a clunky or abrupt slide transitions (using captivate fade transitions). Would prefer a better solution to maintain fonts and transitions though.
Cheers,
FredGoing to give a try...
I did try saving each slide as an image from ppt, then created a new slide deck with one image per slide - added transitions and uploaded to Connect. That seemed to work.... yet, really would like to sort out Captivate as I plan on adding quizzes and other items best done with Captivate.
Cheers,
Fred -
Link doesn't work and makes animation loop
i put this in actionscript
on(release)
getURL("htt://glennbeyer.freeiz.com/unreal.html");
It doesn't work and it makes the animation loop instead of stopping. Anyone know how to fix this?
Is there a way to upload the files to this forum so someone can look at it?Select the button instance on the stage and in the properties panel where it says <Instance Name>, enter the name topLeftBtn, and be sure to do it in every keyframe for that button.
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