CopyPixels + alpha channel troubles flash8

Hi, some times ago i was expected a problem with copyPixels
routine.
look at the sample.
__Link
Anybody can help me ?

n0wa wrote:
> Hi, some times ago i was expected a problem with
copyPixels routine.
> look at the sample.
http://lanet.yaroslavl.ru/testplayer.zip
Don't post same thread to multiple forums. Post to one and
stick to it.
Check
http://www.adobe.com/support/forums/guidelines.html
Best Regards
Urami
<urami>
If you want to mail me - DO NOT LAUGH AT MY ADDRESS
</urami>

Similar Messages

  • Alpha channel trouble

    I'm attempting to export some keying work I've done with an alpha channel attached.
    The stuff was shot via xdcam ex 72050p, I keyed the footage then exported it with animation codec with millions colors+. However when I import the footage back to FCP the alpha channels comes out black even though it recognizes the clip to have a straight alpha channel. I've had a look at it in quicktime with a straight alpha channel but still nothing.
    Is there something incredible stupid I'm not doing, this usually has worked in the past. Any help would be great!
    Much Thanks, Matt

    Yeah that was my next step, that has seemed to have done it, bit weird that I can't key it in a XDcamex sequence then just export with animation, abit confused.
    Thanks for the help though

  • 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
    >
    >

  • Alpha channel loss at export

    Hey guys,
    HELP!! I can't figure out why I get a blinking effect (when I say blinking, it might blink 2-3 frames of black throughout a 60 second sequence)when I try to export my alpha channel animation sequence. It plays back just fine in FCP until I export it and open it up into motion. Everything looks great in motion except for the 2-3 frames the background blinks to black. I'm trying to get this project done ASAP, but this tiny problem is holding me up!! Any ideas??
    Also, just FYI: as far as filters that I'm using on the clip: Chromo keyer, 3-way color correction, 8-point garbage matte, and I'm using a slight drop shadow with the motion tab. THANKS

    Zoom in on the timeline in whatever program you created the sequence in. Zoom in to the trouble area and make sure you don't have a very small gap between the clips. Unless you are all the way or at least almost all the way zoomed in, you would not be able to see a small 2-3 frame gap.

  • Cannot save alpha channel as PNG. need help.

    Hi, I am running PS CS5. I am working on my business logo and love the way it has turned out with a texture I added as a new channel (alpha channel). I am using a transparent background on my image, the only compatible way to save is PNG format.(and this is the only way to go with my website restrictions) So when I go to save as a PNG it isnt saving the new channel I have made. Is there any way around this? Any suggestions would be very helpful. I worked all day on this logo only to find that I cant save it the way I like it. frustrating..................
    Linz

    Ok, maybe this will help matters. In the beginning I did a google search on how to get the "distressed" look on my logo, this is the link I found, I did all that he said and did acquire the look I want, now I am having trouble saving as a PNG. When I choose to save as a PNG the alpha channel does not save (when I open the saved PNG file the alpha channel is unchecked). I dont know a whole lot about PS, I am new and dont understand alot of the lingo that alot of you are using, but maybe if you see the steps I took on this link then possibly someone may be able to help me. Thanks
    http://www.promotinggroup.com/design-tips/distressed-effect-photoshop/

  • Alpha Channel Export

    Having trouble exporting an alpha channel from FCP 5.0 for use in AE 6.5 Pro. My steps: From FCP, export QT conversion using Animation codec, Millions of colors+. Import into AE, use set matte effect with correct layer and use for matte: Alpha Channel. No transparency though. Help.

    If your sequence settings are not set to animation/millions of colors +
    Actually learned that part here from "worldwidestudios".
    G4 Dual 1 GHz/1.5 ram/Lacie(FW400)externals FCP 5.1.2/ Shake   Mac OS X (10.4.8)  

  • 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.

  • Create Photoshop stil with alpha channel?

    I'm using dvMatte Pro3 to strip out the green screen.
    I'd like to be able to generate a Photoshop CS4 file with the alpha channel, so that I could composite the background in Photoshop, but I haven't been able to get that to work.
    Is there a way to do this, or do I generate a matte along with the still and layer them in Photoshop?
    BTW - I've also had a bit of trouble directly taking a sequence of a freeze frame out to a Photoshop CS4 file. It creates one using 'Export using Quicktime Converstion', but it is only 100k and not a valid Photoshop file.
    I've had to create a new freeze frame from the sequence (with my background rendered into the shot), and then export this freeze frame (not the sequence) using 'Export using Quicktime Converstion' to get a workable Photoshop file.
    Always interested in a better method?

    Les Caudle wrote:
    However, I'm not getting a PSD with the background as an alpha channel.
    You won't. The foreground contains the alpha channel. The background is what appears behind the alpha channel
    Here's what I've done.
    1. Strip out background in FCP7 with dvMatte Pro. The sequence contains a single freeze frame I wanted to output to Photoshop.
    I am assuming your clip is a person standing in front of a green screen and you have keyed out the green. That leaves an alpha channel in the shape of your person.
    2. Render sequence.
    this is probably the mistake you are making although FCP6 and 7 were said to have fixed the export issue. You are attempting to export a rendered sequence. The matte has been filled so there is no longer an alpha channel.
    3. As I've been unable to export the sequence to Photoshop (just creates a 100k file that is not a PSD), I take a freeze frame of my render.
    I still don't know what this means; telling me the same thing twice is not an explanation so I will disregard is irrelevant.
    4. I select this 'freeze frame' and Export using Quicktime Converstion, set the type to image, set it to Photoshop and to Millions+.
    All you are doing is exporting a full frame of video. It has no alpha channel. but even if you separated the two video layers, your background plate still has no alpha channel that contains any valid information. It will appear completely solid white if you viewed it using the alpha button in the Canvas.
    5. The resulting PSD has the background stripped out, but it is black, not transparent. So, I'm obviously doing something wrong?
    Possibly the 'freeze frame' I create is not in 'millions+' - so when it is exported there is no alpha?
    I'm totally lost now, why do you care about the foreground? I thought you wanted the background with an alpha? Are you looking at the alpha-only view in Photoshop?
    I take full responsibility and apologize for not being able to see through any translation errors that are creeping into our discussion. Like most Americans, I only know English (and enough Spanish to be able stay out of trouble at a Mexican restaurant).
    bogiesan

  • Alpha Channel - Ah HAH!

    I created a lower third background in Motion 2 using the particle generator. I imported the project into fcp. The parts that I thought were transparent were shaded.
    Went back to Motion and choose to view alpha (which I did not know how to do before - just push V - it is a toggle) and sure enough, the parts I thought were transparent were gray. Hmmm.
    I tried changing my preferences so that the back ground color opacity was set to 0.
    I searched the online manual under "alpha channel" and learned a few things but nothing about modification. Actually, that is not true as I tried swap channel. Since my graphic is mostly blue I replaced the alpha with the blue. This was interesting, but did not give good results in this case.
    My apologies if this was posted previously, I searched a bit (that is where I got the idea for the changing the background opacity preference) but there are so many issues related to alphas that I had trouble narrowing my search.
    (At this point in the post a light bulb went on in the author's head, casting a dim light into a dusty corner. Upon return...)
    Ahhh. Command - J. Background color to 0%. This preference at the time of creation gets held in the project. A good thing, upon reflection.
    I'm doing the happy dance. I hope this post helps someone else!
    Tom Meegan

    rdl33 wrote:
    Alpha Channel works well with solid colours but leaves a lot of "blotches" in textured surfaces. Apple forgot to include an Eraser. Do we have to move the graphic to Photoshop to finish the job?
    There are certainly images where only Photoshop or another image editor can do a clean job. However, depending on the shape of the area you want to remove, you may be able to simulate it by adding geometric shapes that cover the bad areas. There are other tricks, like taking screen shots or copying part of the picture using Preview, and so on. It really depends on the image and the shape.
    When I need a good image editor I use Photoshop. When I want a free one to install temporarily on a computer that does not belong to me, I use gimp out of old habit, but there are other ones out there.

  • BitmapData masking: how to merge 2 alpha channels?

    How can I apply an alpha mask from one bitmapdata to another? In other words, I want to merge the alphas, not simply copy one alpha channel to another bitmap.
    Here's an illustration:
    Notice that both the triangle and the ellipse have alpha channels, and the result is an intersection of these alpha channels. The RGB channels from the second image are used, and discarded from the first.
    I've looked into using BitmapData/merge(), draw(), copyChannel(), but they don't seem to do what I want. Anyone?
    Cheers.
    -Aaron

    Aha, looks like the answer was right under my nose: copyPixels() can do exactly this:
    If you include the alphaBitmap and alphaPoint parameters, you can use a secondary image as an alpha source for the source image. If the source image has alpha data, both sets of alpha data are used to composite pixels from the source image to the destination image. ThealphaPoint parameter is the point in the alpha image that corresponds to the upper-left corner of the source rectangle. Any pixels outside the intersection of the source image and alpha image are not copied to the destination image.
    Cheers.
    -Aaron

  • How do i create an alpha channel to place into edge animate?

    HowHow do i create an alpha channel compatible with edge animate?

    I don't use Edge, but since it is a web tool it stands to reason it would use standard web techniques, meaning it would rely on built-in transparency functions of formats like PNG and GIF, which you can easily produce by using Save for Web after creating normal transparency on a layer in Photoshop. No extra Alpha channel or otehr extra steps required. Perhaps Edge even has some stuff that does the conversion on the fly by allowing you to open a native PSD like in Dreamweaver, but beyond that I don't see what else it could/ would do - all the features it can provide are limited by standard specifications for HTML, CSS and JavaScript. There is simply no way to do something sensible with a TIFF in a browser, if you get my meaning .
    Mylenium

  • How can I see the alpha channel in the channels palette?

    Hello, mi format plugin loads a rgba image. I see it with transparency, that's ok, but when I go to the channels tab I only see 4 items (RGB, Red, Green and Blue).
    How can I see the alpha channel of my file in the channel tab?
    Thanks!

    OK, something must be wrong... but I don't find it!
    That's my whole code (resumed). I ommit some code (saving file code (not used) or main function, where I only call te "DoSomething" functions. You can see that I use layers. The DoReadContinue function is only used to show the preview.
    In the DoReadStart function I set the parameters for the layers (and the preview), and I fill the "data" and "layerName" params in the DoReadLayerContinue function. I hope you can understand the code!
    const int32 IMAGE_DEPTH = 32;
    SPBasicSuite * sSPBasic = NULL;
    SPPluginRef gPluginRef = NULL;
    FormatRecord * gFormatRecord = NULL;
    intptr_t * gMxiInfoHandle = NULL;
    MXIInfo* gMxiInfo = NULL;
    int16 * gResult = NULL;
    #define gCountResources gFormatRecord->resourceProcs->countProc
    #define gGetResources   gFormatRecord->resourceProcs->getProc
    #define gAddResource    gFormatRecord->resourceProcs->addProc
    CmaxwellMXI* cMax;
    static void DoReadPrepare (void){
        gFormatRecord->maxData = 0;
    static void DoReadStart(void){
        char header[2];
        ReadScriptParamsOnRead (); // override params here
      if (*gResult != noErr) return;
        // Read the file header
        *gResult = SetFPos (gFormatRecord->dataFork, fsFromStart, 0);
        if (*gResult != noErr) return;
        ReadSome (sizeof( header ) * 2, &header);
        if (*gResult != noErr) return;
      // Check the magic number for avoid no-mxi files
        int headerID = CheckIdentifier (header);
        if( headerID != HEADER_MXI ) *gResult = formatCannotRead;
      if (*gResult != noErr) return;
      // The file is OK. Let's continue to obtain the data of the image.
      cMax = new CmaxwellMXI( 0 );
      strlen((char*)gFormatRecord->fileSpec->name);
      gMxiInfo->filename = _strdup((char *)gFormatRecord->fileSpec->name + 1);
      bool res = cMax->getMXIIInfo(
                    (const char*)gMxiInfo->filename,
                    gMxiInfo->width, gMxiInfo->height,
                    gMxiInfo->burn, gMxiInfo->monitorGamma, gMxiInfo->iso,
                    gMxiInfo->shutter, gMxiInfo->fStop, gMxiInfo->intensity,
                    gMxiInfo->scattering,
                    gMxiInfo->nMultilightChannels, gMxiInfo->lightNamesList,
                    gMxiInfo->availableBuffersMask,
                    gMxiInfo->widthPreview, gMxiInfo->heightPreview,
                    gMxiInfo->bufferPreview);
      if(!res) return;
      // Check the available extra buffers
      int count = 0;
      if( gMxiInfo->availableBuffersMask & CmaxwellMXI::ALPHA_BUFFER ){
        // We will use that string to obtain later the desired extra buffer.
        gMxiInfo->extraBuffersList[count] = "ALPHA";
        gMxiInfo->hasAlpha = true;
        count++;
      else{
        gMxiInfo->hasAlpha = false;
      gMxiInfo->nExtraBuffers = count;
      switch( IMAGE_DEPTH ){
      case 8:
          gMxiInfo->mode = plugInModeRGBColor;
          break;
      case 16:
          gMxiInfo->mode = plugInModeRGB48;
          break;
      case 32:
          gMxiInfo->mode = plugInModeRGB48; //96 gives me an error
          break;
      // SET UP THE DOCUMENT BASIC PARAMETERS.
      VPoint imageSize;
      if( gFormatRecord->openForPreview ){
        // Preview always RGB8.
        imageSize.v = gMxiInfo->heightPreview;
        imageSize.h = gMxiInfo->widthPreview;
        gFormatRecord->depth = 8;
        gFormatRecord->imageMode = plugInModeRGBColor;
        gFormatRecord->planes = 3;
        gFormatRecord->loPlane = 0;
        gFormatRecord->hiPlane = 2;
        gFormatRecord->colBytes = 3;
        gFormatRecord->rowBytes = imageSize.h * gFormatRecord->planes;
        gFormatRecord->planeBytes = 1;
      else{
        // Configure the layers. All RGBA32.
        imageSize.v = gMxiInfo->height;
        imageSize.h = gMxiInfo->width;
        gFormatRecord->depth = IMAGE_DEPTH;
        gFormatRecord->imageMode = gMxiInfo->mode;
        gFormatRecord->layerData =
            2 + gMxiInfo->nMultilightChannels + gMxiInfo->nExtraBuffers;
        gFormatRecord->planes = 4; // RGBA.
        gFormatRecord->loPlane = 0;
        gFormatRecord->hiPlane = 3;
        gFormatRecord->planeBytes = IMAGE_DEPTH >> 3;
        gFormatRecord->rowBytes = imageSize.h * gFormatRecord->planes * ( IMAGE_DEPTH >> 3 );
        gFormatRecord->colBytes = gFormatRecord->planes * ( IMAGE_DEPTH >> 3 );
        gFormatRecord->transparencyPlane = 3;
        gFormatRecord->transparencyMatting = 1;
        gFormatRecord->blendMode = PIBlendLinearDodge;
        gFormatRecord->isVisible = true;
      SetFormatImageSize(imageSize);
      gFormatRecord->imageHRes = FixRatio(72, 1);
      gFormatRecord->imageVRes = FixRatio(72, 1);
      VRect theRect;
      theRect.left = 0;
      theRect.right = imageSize.h;
      theRect.top = 0;
      theRect.bottom = imageSize.v;
      SetFormatTheRect(theRect);
      // No resources for now.
      if (sPSHandle->New != NULL) gFormatRecord->imageRsrcData = sPSHandle->New(0);
      gFormatRecord->imageRsrcSize = 0;
        return;  
    /// Called for prewiew only.
    static void DoReadContinue (void){
        // Dispose of the image resource data if it exists.
        DisposeImageResources ();
      if( gFormatRecord->openForPreview ){   
        VPoint imageSize = GetFormatImageSize();
        gFormatRecord->data = gMxiInfo->bufferPreview;
          if (*gResult == noErr) *gResult = gFormatRecord->advanceState();
        if( gFormatRecord->data != NULL ){
          delete[] (Crgb8*)gMxiInfo->bufferPreview;
          gMxiInfo->bufferPreview = NULL;
          gFormatRecord->data = NULL;
      // De momento nos olvidamos de los icc profiles [TODO]
        //DoReadICCProfile ();
    static void DoReadFinish (void)
        // Dispose of the image resource data if it exists.
        DisposeImageResources ();
        WriteScriptParamsOnRead (); // should be different for read/write
      // write a history comment
        AddComment ();
      // Clean some memory.
      if( gMxiInfo->lightNamesList != NULL ){
        for( unsigned int i = 0; i < gMxiInfo->nMultilightChannels; i++){
          if( gMxiInfo->lightNamesList[i] != NULL ){
            delete[] gMxiInfo->lightNamesList[i];
            gMxiInfo->lightNamesList[i] = NULL;
        delete[] gMxiInfo->lightNamesList;
        gMxiInfo->lightNamesList = NULL;
      if( gMxiInfo->bufferPreview != NULL ){
        delete[] gMxiInfo->bufferPreview;
        gMxiInfo->bufferPreview = NULL;
      if( gMxiInfo->filename != NULL ){
        delete[] gMxiInfo->filename;
        gMxiInfo->filename = NULL;
      if( cMax != NULL ){
        delete cMax;
        cMax = NULL;
    static void DoReadLayerStart(void){
      // empty
    static void DoReadLayerContinue (void){
      int32 done;
        int32 total;
      VPoint imageSize = GetFormatImageSize();
      // Set the progress bar data
      done = gFormatRecord->layerData + 1;
      total = gMxiInfo->nMultilightChannels + gMxiInfo->nExtraBuffers + 2;
      // Dispose of the image resource data if it exists.
      DisposeImageResources ();
      uint32 bufferSize = imageSize.v * gFormatRecord->rowBytes;
      int nPixels = gMxiInfo->width * gMxiInfo->height;
      char* lightName = NULL;
      // SET THE BLACK BACKGROUND
      if( gFormatRecord->layerData == 0 ){
        gFormatRecord->data = (void*)new byte[bufferSize];
        for( int i = 0; i < nPixels; i++ ){
          ((float*)gFormatRecord->data)[ i * 4 ]     =
          ((float*)gFormatRecord->data)[ i * 4 + 1 ] =
          ((float*)gFormatRecord->data)[ i * 4 + 2 ] = 0.0;
          ((float*)gFormatRecord->data)[ i * 4 + 3 ] = 1.0;
        // Set the layer name.
        gFormatRecord->layerName = new uint16[64];
        gFormatRecord->layerName[0] = 'B';
        gFormatRecord->layerName[1] = 'a';
        gFormatRecord->layerName[2] = 'c';
        gFormatRecord->layerName[3] = 'k';
        gFormatRecord->layerName[4] = 'g';
        gFormatRecord->layerName[5] = 'r';
        gFormatRecord->layerName[6] = 'o';
        gFormatRecord->layerName[7] = 'u';
        gFormatRecord->layerName[8] = 'n';
        gFormatRecord->layerName[9] = 'd';
        gFormatRecord->layerName[10] = '\0';
      // LOAD THE LIGHT LAYERS
      else if( gFormatRecord->layerData < gMxiInfo->nMultilightChannels + 1 ){
        void* lightBuffer = NULL;
        void* alphaBuffer = NULL;
        byte foob;
        dword food;
        // Get the light buffer.
        bool res = cMax->getLightBuffer(
                               (char*)gMxiInfo->filename,
                               gFormatRecord->layerData - 1, IMAGE_DEPTH,
                               lightBuffer,
                               gMxiInfo->width, gMxiInfo->height, lightName);
        if(!res){
          *gResult = readErr;
          return;
        if( gMxiInfo->hasAlpha ){
          // Get the alpha buffer.
          res = cMax->getExtraBuffer(
                                (char*)gMxiInfo->filename,
                                "ALPHA", IMAGE_DEPTH, alphaBuffer,
                                food, food, foob);
          if(!res){
            *gResult = readErr;
            return;
        else{
          alphaBuffer = (void*)new float[ gMxiInfo->width * gMxiInfo->height * 3 ];
          for( int i = 0; i < nPixels; i++ ){
            // Only need to set the red channel.
            ((float*)alphaBuffer)[ i * 3 ] = 1.0;
        // Put them together.
        gFormatRecord->data = (void*)new byte[bufferSize];
        for( int i = 0; i < nPixels; i++ ){
          ((float*)gFormatRecord->data)[ i * 4 ]     = ((float*)lightBuffer)[ i * 3 ];
          ((float*)gFormatRecord->data)[ i * 4 + 1 ] = ((float*)lightBuffer)[ i * 3 + 1 ];
          ((float*)gFormatRecord->data)[ i * 4 + 2 ] = ((float*)lightBuffer)[ i * 3 + 2 ];
          ((float*)gFormatRecord->data)[ i * 4 + 3 ] = ((float*)alphaBuffer)[ i * 3 ];
        delete[] (float*)lightBuffer;
        delete[] (float*)alphaBuffer;
        // Set the layer name.
      //LOAD THE EXTRA CHANNELS
      if( ... ){
      //READ THE RENDER BUFFER
      if( ... ){
      // User can abort.
      if (gFormatRecord->abortProc()){
          *gResult = userCanceledErr;
          return;
      // Commit the layer.
      if (*gResult == noErr) *gResult = gFormatRecord->advanceState();
      // Update the progress bar.
      (*gFormatRecord->progressProc)( done, total );
      // Free memory.
      if( gFormatRecord->data != NULL ){
        delete[] (float*)gFormatRecord->data;
        gFormatRecord->data = NULL;
      if( lightName != NULL ){
        delete[] lightName;
        lightName = NULL;
    static void DoReadLayerFinish (void)
      // Nothing to do.
    And that's the image that I obtain loading a 8 layer image:
    The layers have transparency (when I set "transparencyPlane" to  -1, or 0, or 1, or 2, or 3, or 4....., I got the same result!). The blending mode is still "normal". I had set it to "linear dodge" The "isVisible" param works OK.
    Alpha 1 is still black.
    Is possible that I need to set something in the .r file? I had to add "FormatLayerSupport { doesSupportFormatLayers }," to manage layers, for instance.

  • Can no longer import QT files with alpha channel

    I have been using these client supplied QT with alpha channel files just fine for weeks, then all of a sudden, after a crash the other day, I was unable to open sequences with these files and exoprt them, the exporter would just freeze.  the clips played in the timeline, but VERY sluggish.
    On the reccomendation of a few posts around here, I removed the clips from the project, and now I cannot import them back in, I get a "the importer reported a generic error" message.  I am able to open in QT pro and export to a new file that will import to PPro, but I lose the alpha channel.
    As always, I'm up against a deadline and any help would be greatly appreciated.
    I have installed QT 7.07, no help.
    I'm on a windows 7 machine running CS master collection 5.0, Quad core AMD with 8 gig RAM.
    These files worked fine just days ago!!!!
    BTW, I just switched over to Premiere a few months ago and to honest I can't understand how anyone would stick with this buggy software, as a professional I've never used anything this bad before.

    Welcome to the forum.
    Try these.  Attempt to re-import after each one:
    Clean the media cache database via Edit | Preferences | Media
    If step 2 doesn't work, then find all the .qtindex, .mpgindex, .cfa and .pek files associated with the media that's supposed to be in your project and delete them.  Then clean the media cache database again.
    Launch Pr and while it's launching, hold down the Alt + Shift keys until the Welcome screen appears.  Alt resets your preferences and Shift resets the plug-in cache.
    To address the other issues you say you've been having with Pr, you should start a different thread (or threads).  Coming from other editors, there may be a difference in the way Pr does things that produce unexpected results that may be seen as bugs.  More serious issues, such as crashes, can often be caused by 3rd-party hardware like AJA, Matrox or BlackMagic and the associated drivers.  Outdated or incorrect drivers for audio and video cards can also cause problems.  I recommend that you start troubleshooting those areas first.
    Other issues may have workarounds.  If you have serious, reproducible problems that have no workaround, then please file bug reports here:
    Adobe - Feature Request/Bug Report Form
    -Jeff

  • Is apple going to address the lack of alpha channel support in Keynote 6

    Any updates of when Apple will address the lack of Alpha channel support for Keynote 6?

    Thanks for the prompt reply, Gary. I am specifically talking about quicktime animations (.mov files) with clear backgrounds. When they play back in Keynote, the backgrounds are black.

  • No Method of Batch Export for Clips with Alpha Channels?

    Good morning,
    As many a flustered editor has eventually discovered, in order for FCP to export sequences with alpha channels to a 32-bit format, the timeline has to be un-rendered at the time of export, or else the transparent parts will appear black in the outputted file. This sort-of makes sense if you know how FCP and render files work, but in a perfect world I think I'd have designed the export interface a bit differently. Now that I think about it, I'm actually working in an Animation (Millions of Colors +) sequence, so converting transparent areas to black makes no logical sense at all.
    Anyway, I have several sequences that I would like to export as 32-bit TGA QuickTime files, preserving their transparency. If I Export Using Compressor, the process results in pre-rendering of the sequence, turning the transparent areas black. The same problem occurs if I export QuickTime reference movies from FCP and open them directly with Compressor.
    Does anyone know of a way to avoid this silly phenomenon or am I stuck individually exporting each sequence from FCP, one...at.......a................time?
    Thanks,
    Zap

    Thanks, Andy, "Batch Export" eventually did the trick!
    I forgot about that tool because I've never actually had to use it before! After playing around with it for a while, I found that as long as the sequence settings for each sequence in the batch are set to a codec with an activated alpha channel, it works just fine.
    Thanks again,
    Zap

Maybe you are looking for