FCP Motion=lose alpha channels in pict files?

Hi there! I'm a regular FCP and AE user, just starting to dip my toes into Motion...
I just sent to Motion from FCP a section of my sequence that had logos being animated with accompanying text. I prepped the logos in Pshop and added alpha channels to cut out their backgrounds so they could float on black; saved as .pict with alpha. They read correctly in FCP but when sent to Motion the alpha channels disappeared. If I re-import the original .pict file then the alpha is read correctly but then I have to re-do all my moves, fades etc. which kinda defeats the purpose of sending to Motion (at least on this job). Also the text generators disappeared completely; I know I could re-do in Motion with better results but still, that's annoying.
Are these just "features" of Motion or am I doing something wrong?
TIA, JK

Hey John,
Maybe Motion is incorrectly guessing the premultiplication of the alpha. Did you look at the media settings for the PICT? Go into the Media tab of the Project View, select the PICT media item, then go into the Media tab of the Inspector. There's a popup there for the premultiplication settings.
Good luck!

Similar Messages

  • Motion 5 Alpha Channel Support

    Does anyone have an answer on what is supported? I know Prores444, but I can get transparency information out of the Animation Codec, but  it results in jerky vision when field based media is imported into Avid.  The file does contain an alpha channel, but there is a problem, on import to Avid V6
    Anyone recommend a good workflow for getting Video + Alpha out of Motion 5 and into a PC based Avid that doesn't have Prores, and surely it doesn't involve a 2 pass output with separate Matte and Fill.
    John

    ProRes 4444 has a playing bandwidth that can choke all but the fastest computers. FCPX uses Optimized versions of video to get the playability down to a reasonable rate. ProRes 4444 makes editing video simple, and therefore provides a better environment for frame level edits.
    I didn't know you could export Animation out of Motion 5...  I have the Animation codec, but it doesn't appear as an option for me...
    Anywho...
    You have other options.
    1) you can export Alpha channel as a travel matte in any codec you like. From the Share > Export Movie dialog, in the Render section, the Color dropdown menu, select Alpha (only). You will also need to export the Color channels as a separate video.
    [*I know you already stated you do not want to use this option but it means you can use any codec.]
    2) you can Share > Export as Image Sequence and use PNG, PSD or TIFF
    Image sequences seem messy, but if you group all the images into a dedicated folder, it's not that different from a video file. You could even import them into Avid and export a compatible video file, then delete the sequence (just assuming - I haven't tried using Avid since the 1995 Mac version so I have no real idea if that's the case.)
    Any self-respecting NLE can handle travel mattes and image sequences.
    HTH

  • How to Validate Transparent Alpha Channel in .mov File?

    I'm trying to create transparent flv files to embed in Abobe Captivate.
    I shot and keyed some test greenscreen (yes, I have the checkerboard in the canvas) and have tried exporting it a number of ways (rendered/unrendered, recompressed all frames/not, etc, etc) and converted it to flv a number of ways (change mov to flv, encoding software), but when I embed it and play it back I have a black background.
    How can I validate that my .mov file contains the alpha channel and it's transparent?
    Second, when the .mov is correct, will changing .mov to .flv keep the transparent alpha channel or do I need us encoding software with a codec that supports transparent alpha, e.g., On2 V6?
    I'm pulling my hair out here...

    Hi - To validate your exported (Animation codec, Millions of Colors+ ?) Qt movie has the alpha quickly, re-import the exported movie back into FCP and load it to the viewer with the viewer set to display checkerboard as a background.
    Can't help with the rest.
    MtD
    Message was edited by: Meg The Dog to fix what I was trying to say

  • Enabling alpha channel for PNG file

    I want to include a logo with a transparent background in an iMovie video, but when I import a PNG file with a transparent background, the background turns black. I think this is because the PNG needs to have alpha channel enabled.
    When I attempt to save the file as a new version, the "alpha channel" option is greyed out. How can I save the file with the alpha channel enabled?

    Hi,
    You might want to visit this thread for more info on iMovie's handling of transparency:
    http://discussions.apple.com/thread.jspa?messageID=13123097
    It sounds like iMovie converts the PNG to a JPG internally for some cases (fit, crop, Ken Burns effect).
    regards,
    steve

  • Alpha channel for targa files in Elements 4?

    I've created a .psd, and I need it to be in the tga format, with an alpha channel. No option is provided to save an alpha channel. I've tried everything I can think of, including following the instructions here: http://www.adobe.com/support/downloads/detail.jsp?ftpID=1544
    I spent quite a bit of money for this program, but now I'm about to uninstall it, and put on an old copy of Photoshop 5.5. It's almost 1:00 AM, and I've got to get this done tonight.
    Why on earth did they break the format??? How about, um, letting the USER decide how to save transparency? Like with a checkbox or a dropdown? Duh. Gads. Yeesh. *sob*

    Barbara and Terri,
    Thanks so much for your comments!
    So, one solution is to select the whole image, and save the selection as a .TGA? That sounds like a workaround for a bug, which is fine with me. I'll try that out tonight.
    I was able to generate my .TGA last night by downloading and installing a free program, called "gimp". I loaded the .PSD in it, then saved it as .TGA, and it worked perfectly, first time. No contortions required. Maybe if they open-source photoshop, bugs like this can be fixed.
    We'll see if Second Life (the program I'm needing the file for) will recognize the alpha channel.

  • Premiere Pro CS6 won't recognize alpha channel in .tiff file from photoshop

    Hey Everyone,
        I'm new to Premiere Pro, but I have used Final Cut Pro 6-7. Anyway, I created a 3D text design in Photoshop to use on top of another photo in a video in Premiere. In Photoshop, the alpha channel appears fine. In Premiere Pro it is not recognized. Instead, a white background appears where the alpha channel should be. When I layered the 3D text on top of a photo (in Premiere Pro), the white still appears around the 3D text design. After I imported the file, I did click on the .tiff file and clicked on modify---->interpret footage----->alpha channel (where I deselected ignore alpha channel). Premiere Pro still does not recognize the alpha channel. Should I convert the Photoshop file to another format or is there something I'm not doing? I'm spending more time trying to figure this out than I am on putting this short video/photo slide show together. I would greatly appreciate any help anyone can offer.

    Thanks Ann!!! Seriously, you just saved me hours of aggravation. I didn't know I had to select that in Photoshop. I was under the impression that Adobe product files were seamless.

  • How to import an alpha channel from .PSD file?

    I have a photoshop file (.psd) with an alpha channel. When I import this file into AE, I do not see the alpha being available or perhaps I don't know how to find it. I've followed this instruction but nothing happens afterwards. Okay, so my question is, when I drop the .psd file into my comp, how or where do I enble the alpha channel?

    I am not sure this a bug.
    It could be. But note that I can produce an identical case in which this behavior is not a bug.
    The thing is, in the world of video applications, Alpha Channel means "fourth channel used to store transparency values".
    In Photoshop, it normally means the same thing, but it can also mean "arbitrary channel created and stored for whichever reason the user may want it on the future". Typically, to save a selection so that it can be retrieved later. In fact, you can have many of these arbitrary channels.
    So, imagine this scenario:
    1. User makes a selection of the outline of the house.
    2. Instead of cutting the pixels outside the house, or creating a layer mask, the user goes to the Channels panel and hits the "Save selection as channel" button (or equivalent menu command).
    Photoshop creates a fourth channel (or even a fifth or a sixth if there were additional channels already), which is called "Alpha" but the user never did anything to make the information in that channel produce transparency.
    If after making the selection, the user would have cutted pixels or created a layer mask, then that operation would be relfected on what we normally consider as Alpha channel.
    In this case, what you can do is go to channels pannel, control click the thumbnail so that the channel is loaded as selection, then create a layer mask (Layer > Layer Mask > Current selection) from that selection. That's it.

  • Alpha Channel issue Final Cut Pro 7 to Premiere Pro & FCP X

    I have an Apple Pro Res 4444 file that is not read in Premiere Pro as having an Alpha Channel.
    The file was not was not automatically detected. But it was read in FCP 7 as having an Alpha Channel after I changed the preferences in to Alpha Type 'Straight'.
    After I sent the XML data to FCP X and Premiere Pro they would not recogise the alpha channel even though I changed the preferences.

    I agree - it is just that currently Premiere Pro does not display the transparency of the file in the viewer by showing checkerboard where the file is transparent, like FCP can do. It always shows the clip over black. If you are used to seeing the transparency this might throw you off.
    Next version of Premiere fixes this, and displays checkerboard where the file is transparent.
    MtD

  • Saving transparent tga files without making alpha channel

    I've been using Photoshop 7.0 for awhile now. I haven't upgraded to any other version yet because the original 7.0 actually has a certain bug in it that has been very useful.
    The bug has something to do with transparency, alpha channels, and TGA files. Somehow this bug lets me save transparent TGA files without creating an alpha channel. All I have to do is save the image as 32 bit and it will come out exactly how I made it. No white backgrounds, just smooth transparent edges. Its easy since I don't have to waste time manually painting a black/white map. I'm wondering if theres a way to do this in the newer versions, but after trying the demos it seems like there isn't.
    I don't know much about alpha channels, but I make dozens of TGA images with clear backgrounds so I really hope there is an easier way around this. To have to manually color the clear/solid areas with a paintbrush and lasso for each image seems like a nightmare. I wanted to get CS4 but I think it would be easier to just stick with this old version for this reason.
    If anyone understands me and could offer some insight, I would greatly appreciate it. Thanks
     

    To my recollection this isn't a bug. I read in the forums awhile back that Adobe changed how the TGA format works with transparency and apparently they received complaints about it so they changed it back. I imagine there probably is a KB article about it.
    However creating an alpha channel isn't a big deal especially if you have the transparency already done. Go to your actions panel and load the video actions, you will find an action that converts the transparency of all visible layers into an alpha channel.

  • How do I create or export a logo in Illustrator CS5 with an alpha channel to use in Final Cut Pro 6?

    To anyone who can help:
    I have created a logo using Illustrator CS5 and need to import it into a video sequence in Final Cut Pro 6.  The logo has a transparent background.  It seems FCP 6 will import both native .ai files as well as .tiff files, but when I open them in FCP 6, the alpha channel (transparent background) is no longer there; there is just the logo over a white background.  Is there a setting or step I am missing?
    Shaun MacLellan

    I have to insert AI images into Final Cut Pro and Motion quite frequently.
    The most effective way I've found to get an AI image into Final Cut is to:
    1. Select/copy all the objects in the AI doc.
    2. Create a new file with a transparent background in Photoshop and paste.
    3. Merge the layers and make sure the mode is RGB.
    4. Save out as a .PNG or .PSD.
    5. Drag the result into Final Cut (or Motion).
    6. Resize and position the result to taste.
    Attempting to export directly from AI to .PSD or .PNG is a wasted effort  and the results may not even be recognized by Final Cut.
    Yes, it requires Photoshop and it is a few extra steps...but it works like a charm.
    Additionally, when creating a new file in Photoshop, you may want to initially set its size to match the aspect ratio of your video. For example, if you're making an HD video, you might set the size to 1280x720 and position the AI elements where they are supposed to be in frame. You can set the AI elements in accurately by cutting and pasting a frame from your video into Photoshop and positioning the AI elements in place on another layer above the video layer. Delete the video layer before saving out as a .PNG or .PSD and it will appear in Final Cut exactly where it should be.

  • 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.

  • Alpha channel in videos

    Hi,
    i would like to use an video alpha channel. VP6 files with alpha channel are not displayed in a javafx applet. Is there any other format which supports alpha channels in javafx? The corresponding MediaView has compositable == true.
    Thanks
    Thomas

    What else does Adobe "as always" do differently?
    I know Adobe Photoshop is very different to FCP Photoshop 
    FCP7 is very different to PPRO also . eg.   PPRO is loved and supported by ADOBE ....and FCP 7  is an abandoned orphan  courtesy of Apple 
    Just winding you up IvanThe ConvertEditor.

  • Importing .bmp with alpha channel

    Is there a difference between the way that the Windows and
    Mac versions of Flash 8 Pro handle alpha channels on .bmp files? We
    are working with a .fla that was created in the Windows version of
    Flash 8, but we are editing it with the Mac version. When we import
    the .bmp files that we made on our Mac, the alpha channels don't
    show up. But the same .bmp files that were imported with the
    Windows version do display their alpha channels. We had to change
    the format to .tif in order to avoid "losing" the alpha channel.
    Can anyone shed any light on this? Thanks!

    Use PNG-24.
    Chris Georgenes
    Animator
    http://www.mudbubble.com
    http://www.keyframer.com
    Adobe Community Expert
    *\^^/*
    (OO)
    <---->
    masterys wrote:
    > Is there a difference between the way that the Windows
    and Mac versions of
    > Flash 8 Pro handle alpha channels on .bmp files? We are
    working with a .fla
    > that was created in the Windows version of Flash 8, but
    we are editing it with
    > the Mac version. When we import the .bmp files that we
    made on our Mac, the
    > alpha channels don't show up. But the same .bmp files
    that were imported with
    > the Windows version do display their alpha channels. We
    had to change the
    > format to .tif in order to avoid "losing" the alpha
    channel. Can anyone shed
    > any light on this? Thanks!
    >

  • Problem with Alpha Channel

    The top level track on my project contains an alpha channel. However, being the top level track the tracks below it are invisible.
    I have read the "Compositing, alpha channels, and adjusting clip opacity" page. It tells me that I "can choose how to interpret the alpha channel in a file in the Interpret Footage dialog box. Choose Invert Alpha Channel to swap areas of opacity with areas of transparency, or choose Ignore Alpha Channel to not use the alpha channel information at all."
    However, when I do this (ie. inverse the alpha channel in the asset) I get the following before and after results:
    Summary of goal: I want to adjust the transparency of the top track so that the lower tracks appear.
    Help.

    If you want to adjust the transparency of a clip, you modify its Opacity property.
    Changing the alpha channel properties in the Interpret Footage settings is for when the alpha channel of an asset is not being interpreted/used correctly by the application.

  • Alpha Channel Question

    Hello,
    I have an animation with a white drop shadow on it that I animated in Aftereffects.  I export the file from Aftereffects and no matter what I try the white drop shadow shows up as a dark shadow every time in Premiere as if it's matted with black.  So I'm wondering if there is a setting I'm missing or something I need to do differently when importing to Premiere, or even when exporting from aftereffects, although I've exporting it several different way so far to no avail.
    So here is what I have,
    I'm using Adobe CS4 for AE and Premiere, on Windows 7
    When I export from AE I'm using the color setting for unmatted (and I've tried it matted with black too just for fun, clearly that didn't work out for me:)
    I've tried it as an avi and as a mov file too.
    Sooo, in case your answer is for me to use Dynamic Link, I can't get that to work either.  And I'm sure that is just user error since I've never used it before.  I can get the aftereffects sequence to show up in my project files in Premiere, I can even get the animation to show up and play in the preview monitor, but when I put it on my Premiere sequence over the background it doesn't show up, just seems like a blank layer.
    Any ideas?
    Nina

    Thanks for your replies!  So I'm not very good at explaining myself.  I did export (and by export i mean, make movie by adding it to the render queue) the file as both of you are recommending.  As a movie file, with an alpha channel, all one file.  The reason I was trying to do it separate next was because it wasn't displaying properly that way.
    Finally, what I did as a work around, is just export the background I was using from premiere, import it into aftereffects, Put everything together in aftereffects and then render the finished file without using an alpha at all.  In pic #1 so you can see how premiere cs4 won't properly display an animation with a white shadow behind it if it's imported with an alpha channel and placed on top of a background.  #2 shows how it was supposed to look.. how it looked once I put everything together in Aftereffects instead.  I just thought there should be a way to fix my problem without the extra step of exporting the background.  But I don't think there is.
    However,
    THANK YOU for your replies and trys!!
    (Oh yeah I should also mention that I did try, PSD sequence, Quicktime rgb+alpha, Lossless with alpha etc.. none of which seemed to work for what I was trying to do.)

Maybe you are looking for

  • Old Camera to iMovie

    I have a very old camera that allows you to watch the video's on a vcr. The tapes are about the same size as the regular tapes, Not mini Dv the bigger ones, but it is a little fatter. I know how to play it in the VCR, but i want to know how to transf

  • Setting correct Media Folder in 9.0.2

    Since version 7 (or before) I had always set as Itunes Media folder location a share on my Nas like "Q:\Music" and the two options "keep organized" and "copy when adding" checked. Itunes was able to create under Q:\Music the folder with the artist na

  • Changing mouse pointer using setCursor()

    Hi- I've got a single threaded JFrame-based application in which I want to change the mouse pointer to indicate 'busy' when it's doing stuff eg. loading a file. So within my extended JFrame method for handling menu selections I've got: public class L

  • Chnaging Java Version in 10g

    Hello, I recently downloaded JDeveloper 10g(9.051) which run Java Version (1.4.2_03) and so far I like what I seen, but I have been assigned a enhancement to a Oracle Internet File System Application, which runs I believe Java Version 1.3.1_02. Is th

  • Losing form elements and referer when opening in a javascript window

    I am submitting from a.cfm to b.cfm. b.cfm opens in a Javascript window. In b.cfm, the form elements from a.cfm are lost and cgi.referer returns nothing. When I don't open b.cfm in a Javascript window, everything is ok. What is this happening?