Full Screen Compositions

I'm interested in creating a one page website with a "slideshow" background that contains information (titles, video lightbox, etc.) which can be clicked on when a new image appears. I would also like to be able to switch between images that fill the background by clicking on corresponding triggers rather than thumbnails or the very limiting "next"/ "previous" options.
Is this something that is currently being worked on because I consider it to be a very basic and necessary function that is often seen on other websites but I feel is heavily overlooked with Adobe Muse.

This is only in Google Chrome. Works ok in Safari and Firefox...

Similar Messages

  • Why no full screen compositions?

    I'm interested in creating a one page website with a "slideshow" background that contains information (titles, video lightbox, etc.) which can be clicked on when a new image appears (only appears with that image). I would also like to be able to switch between images that fill the background by clicking on corresponding triggers.
    Is this something that is currently being worked on because I consider it to be a very basic and necessary function that is often seen on other websites but I feel is heavily overlooked with Adobe Muse.

    You can use the GREEN button to go Full Screen
    You can set it to always go to Full screen by:
    Preferences > general > "close windows when quit an application" (or something like that in English)
    You must turn that box OFF:
    Take a look:

  • Could Widget Composition Blank be full screen?

    Hello,
    I'd like to use a full screen slide show on my homepage, and also put a tooltip to show some information on the photo. So I use a composition blank so that I can put tooltip into it. But I just have no idea how to drag the image to full screen.....Is there any way to do that?

    At present only the Slideshow widget supports a full screen mode. It would be non-trivial to create a full screen Composition widget given a Composition widget can contain almost anything and some things can be scaled while others cannot, but I understand what you'd like to achieve.

  • Apple Composite AV Cable: Full Screen from iPod to TV?

    I'm looking at buying the Apple Composite AV Cable for my iPod Classic 120. I didn't want to purchase it before I knew if it would do what I want it to do.
    Will it play TV shows, Videos, etc... full screen on my TV when plugged in?
    Also, if I were to plug it into a 3rd party (Dynex) iPod dock, and plug the Apple Composite AV Cable into the 30pin port in back of the dock, would it still play on my TV?
    And thirdly, with the above scenario in use, if I were to plug the USB end of the AV Cable into my computer, would it still play on my TV?
    Any and all help would be GREATLY appreciated! Thanks!

    Your first question is yes. If you set the ipod to "fit to screen" then it will, as long as when you convert the file, the aspect ratio is set to the ipod screen size(320×240 pixels). If the software has that option.
    I'm not sure about the connection for the dock you want to use, but with the 6th gen ipods a lot of 3rd party docks will not allow you to view video's through them because of something written into the ipod software. The one you want to use does not support the Classic. The only one I found was Apples own. But you can not use the menu button on the remote, so you can not change between films (unless in a play list) or change between films, music, photos or any other function of the ipod with out manually doing it yourself. The menu button is only to be used with Apple TV.
    No to your third question. Your ipod is connected to the computer and even if you play the file from the pod in itunes, it will only show up on your monitor

  • Composition widget to be full screen left to right

    Hi,
    I would like for my composition widget to be full screen left to right with the browser window but a fixed height. Has anyone done this? Thanks.

    Refer to this thread for suggestions on how to achieve something like this using jQuery plugins.
    http://forums.adobe.com/message/5407836
    Thanks,
    Vinayak

  • How come full screen exclusive mode is so slow?

    Hi. I am currently working on customer facing point-of-sale application. This application has a lot of animation going on and so needs quite speedy graphics performance. When I first investigated this it looked like I could do it in pure Java 2D which would be a lot easier than resorting to DirectX or OpenGL and mixing languages.
    Unfortunately as the app has moved closer to functional complete the graphics performance appears to have deteriorated to the point where it is unusable. So I have gone back to the beginning and written a test program to identify the problem .
    The tests I have done indicate that full screen exclusive mode runs about ten times slower than windowed mode. Which is mind boggling. Normally - say in DirectX - you would expect a full screen exclusive version of a games/graphics app to run a little bit quicker than a windowed version since it doesn't have to mess around with clip regions and moving vram pointers.
    My test program creates a 32 bit image and blits it to the screen a variable number of times in both windowed and full screen mode. Edited results look like this:
    iter wndw fscrn performance
         10 16.0 298.0 1862% slower
         20 47.0 610.0 1297% slower
         30 94.0 923.0 981% slower
         40 141.0 1205.0 854% slower
         50 157.0 1486.0 946% slower
         60 204.0 1877.0 920% slower
         70 234.0 2127.0 908% slower
         80 266.0 2425.0 911% slower
         90 297.0 2722.0 916% slower
         100 344.0 3253.0 945% slower
    The results are substantially the same with the openGL hint turned on (although I don't have that option on the release hardware). I am assuming that the images end up as managed since they are created through BufferedImage and the system is running under 1.5.
    Is there a way to get the full screen version running as fast as the windowed version?
    Here's the test prog:
    import java.awt.*;
    import java.awt.image.*;
    import java.awt.event.*;
    import javax.swing.JFrame;
    public class BlittingTest extends JFrame {
         BufferedImage     blankImage;
         BufferedImage     testImage;
         boolean               fullscreen;
         int                    frameNum;
         public BlittingTest( boolean fullscreen ) throws HeadlessException {
              super();
              // window setup. Escape to exit!
              addKeyListener ( new KeyAdapter() {
                   public void keyPressed( KeyEvent ke ) {
                        if (ke.getKeyCode() == KeyEvent.VK_ESCAPE ) {
                             System.exit(0);
              this.fullscreen=fullscreen;
              if ( fullscreen ) {
                   setUndecorated ( true );
              } else {
                   setTitle( "BlittingTest - <esc> to exit)");
                   setSize( 800, 600 );
              setVisible(true);
              setIgnoreRepaint(true);
              // strategy setup
              if ( fullscreen ) {
                   GraphicsDevice gdev =
                        GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice();
                   DisplayMode newDisplayMode = new DisplayMode (800, 600, 32,
                                                 DisplayMode.REFRESH_RATE_UNKNOWN);
                   DisplayMode oldDisplayMode = gdev.getDisplayMode();               
                   gdev.setFullScreenWindow(this);
                   gdev.setDisplayMode(newDisplayMode);
                   createBufferStrategy(2);
              // create assets
              testImage = new BufferedImage ( 50, 50, BufferedImage.TYPE_INT_ARGB );
              Graphics2D g = testImage.createGraphics();
              for ( int i = 0; i < 50; i ++ ) {
                   g.setColor( new Color ( 0, (50 - i) * 3, 0, i * 3 ));
                   g.drawLine( i, 0, i, 49 );
              g.dispose();
              blankImage = new BufferedImage ( 50, 50, BufferedImage.TYPE_INT_ARGB );
              g = blankImage.createGraphics();
              g.setColor ( Color.WHITE );
              g.fillRect( 0, 0, 50, 50 );
              g.dispose();
              frameNum = -1;
         public void init() {
              // blank both screen buffers
              for ( int i = 0; i < 2; i++ ) {
                   Graphics g2 = getBufferStrategy().getDrawGraphics();
                   g2.setColor ( Color.WHITE );
                   g2.fillRect( 0, 0, 800, 600 );
                   g2.dispose();
                   getBufferStrategy().show();
         public long testFrame ( int numBlits ) {
              int          x, y;
              long     timeIn, timeOut;
              frameNum++;
              Graphics g = getBufferStrategy().getDrawGraphics();
              g.drawImage( testImage, 0, 0, null );
              // blank previous draw
              if ( fullscreen ) {
                   if ( frameNum > 1 ) {
                        x = frameNum - 2;
                        y = frameNum - 2;
                        g.drawImage ( blankImage, x, y, null);
              } else {
                   if ( frameNum > 0 ) {
                        x = frameNum - 1;
                        y = frameNum - 1;
                        g.drawImage ( blankImage, x, y, null);                    
              x = (int) frameNum;
              y = (int) frameNum;
              timeIn = System.currentTimeMillis();
              for ( int i = 0; i < numBlits; i++ ) {
                   g.drawImage ( blankImage, x, y, null);
                   g.drawImage ( testImage, x, y, null);
              timeOut = System.currentTimeMillis();
              g.dispose();
              getBufferStrategy().show();
              return     timeOut - timeIn;
         public static void main(String[] args) {
              boolean error = false;
              BlittingTest window = null;
              double []     windowedTest = new double [101];
              double []     fullscreenTest = new double [101];
              window = new BlittingTest ( false );     
              window.init();
              for ( int f = 1; f <= 100; f++ ) {
                   windowedTest[f] = window.testFrame( f * 10 );
              window.setVisible(false);
              window.dispose();
              window = new BlittingTest ( true );     
              window.init();
              for ( int f = 1; f <= 100; f++ ) {
                   fullscreenTest[f] = window.testFrame( f * 10 );
              window.setVisible(false);
              window.dispose();
              for ( int f = 10; f <= 100; f++ ) {
                   System.out.println ( "\t" + f + "\t" + windowedTest[f] +
                             "\t" + fullscreenTest[f] +
                             "\t" + (int) ( (fullscreenTest[f]/windowedTest[f])*100.0) + "% slower");
    }

    Well I could do...
    The problem is that I am compositing multiple layers of alpha transparent images. If I just render straight to the screen I get nasty flicker where I see glimpses of the background before the top layer(s) get rendered. So I would have to render to an offscreen buffer and then blit the assembled image into the screen. Even then there will be some tearing as you can never sync to the screen refresh in windowed mode.
    And the thing is - there ought to be a 'proper' solution, g*dd*mm*t. Surely the core team didn't put together a solution that is ten times slower than it should be and then say 'What the heck, we'll release it anyway'.
    I mean, if you can't believe in Sun engineering what can you believe in?

  • Full screen firewire preview... before capturing

    hi there. i'm new here. i'm trying to find a way to connect a cam to my mac and be able to have full screen live feedback and then (as seamlessly as possible) start a pre-recorded material of the same situation. this is for a performace i'm tryin to put together for a festival.
    i suppose it's a sort of composite using live and recoded material..
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    thnx a million
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    May simply be a compatibility issue with whatever graphics card you are using and/or Apple's Cinema Desktop stuff in a more general sense... pöerhaps Dave and Rick can shed some light on this. I'm not a Mac guy, after all...
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  • High quality only looks good when in full screen

    I have a "15 MacBookPro using AE CC 2014.2..
    So I typed some text within AE and dragged in a high resolution photo to make a simple video. My composition size was 1920x1080.  But the photo and text always look weird, sorta pixelated, unless they are full screen.  It's like the AE video can't handle being resized whether I'm watching it on quicktime or youtube, or even while working in AE.  However the high res photo looks great at any size when I view just as a photo, using the Preview application.
    This has happened before on other videos I've made but it really bothered me because it just ruins the photo on this one.  if I make my video 720 it comes out not as noticeable but then if you try to watch the video full screen it gets blurry in the expected pixelated fashion, so that doesn't truly solve anything....I am just confused as to why after effects is not letting me make high quality videos that look good in a smaller video window (eg: the youtube video player if you don't click full screen)
    below I attached a screen shot of what is happening.  This particular screen shot is from when I uploaded it on youtube and watched it.  But if I watch it in a small window using quicktime or even in AE, it looks the same...until you blow it up to full screen then it looks alright!
    But I want people who just happen upon the video to be drawn into the photograph and bold text on screen not see some pixelated **** 

    Your thin outlines on the fonts are going to fall apart when you have the media player scaled down. Here's why. Say those thin lines are 2 pixels wide. Say the Media player is set to 600 pixels wide instead of 1920. Divide 600 by 1920 and you get .3125 (or 31.25%) Multiply 2 pixels by .3125 and you get .625 and since there is no such thing as a fraction of a pixel the media player is going to make it's best guess where those white pixels should be and adjust the color to approximate what six tenths of a pixel would look like. The result is poor quality.
    You can improve the quality by first, not using very thin lines in your design, and second, not putting high value pixels (white, red, blue, green at 255 for example) next to black ones (0). Learning how pixels behave is as important to a motion graphics designer as learning how a brush responds to the canvas for a painter working with oils. Video is limited to whole pixel brushes so you need to learn how to paint with them.

  • Books - no full-screen view of page?

    I would find it useful to be able to see a page of an Aperture Book I'm working on in full-screen mode. I don't find a way to do it. Full-screen mode works on an image from the Browser strip below the book-edit Viewer, or an image from the page, but not on the page itself. I just want to see a single page at 100% (or slightly more) with a black background, so as to check composition and detail in the same view.
    Before I put this in as a feature request, though, I thought I should ask if I'm just missing it somewhere.

    Perhaps full-screen mode would give you more of
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    Well, yes, that's what I'm asking for.
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  • How to adjust the position of an image in a full screen slideshow

    Hi I'am using a full screen slideshow composition on my page and muse is not letting me adjust the position of the image to the top, middle or bottom of the frame under the fill option when the image is selected in the slideshow.
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    Welcome to Apple Support Communities.
    The effect you're looking for is 'Scale'
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  • Transparent footer over full-screen slideshow not rendering correctly

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    Hi
    Please check few possibilities :
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  • Full Width Composition

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    Can I manually set Targets and Triggers? 
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      Fault Module Name:          gdiplus.dll
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      Exception Offset:          000000000003c579
      OS Version:          6.1.7601.2.1.0.768.3
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      Additional Information 1:          fc0e
      Additional Information 2:          fc0e3aa0799b988b7cbaf12b8f7e8d0c
      Additional Information 3:          b637
      Additional Information 4:          b637cb5e2d306afbb3503b49c13fea96

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