How can I correctly import images to Lightroom?

Before installing Adobe Creative Cloud, I deleted Adobe Elements and all files in My Pictures on my hard drive so I could start fresh. I copied groups of images from CS5 Bridge on my old pc onto an empty flashdrive and tried to import them to Lightroom. In addition to those copied images, whole bunches of other images imported. Even worse, those added images were sorted strangely, not even belonging to the groups as I had them in my old pc.

Before installing Adobe Creative Cloud, I deleted Adobe Elements and all files in My Pictures on my hard drive so I could start fresh. I copied groups of images from CS5 Bridge on my old pc onto an empty flashdrive and tried to import them to Lightroom. In addition to those copied images, whole bunches of other images imported. Even worse, those added images were sorted strangely, not even belonging to the groups as I had them in my old pc.

Similar Messages

  • How do I correctly import images into Lightroom?

    Before installing Adobe Creative Cloud, I deleted Adobe Elements and all files in My Pictures on my hard drive so I could start fresh. I copied groups of images from CS5 Bridge on my old pc onto an empty flashdrive and tried to import them to Lightroom. In addition to those copied images, whole bunches of other images imported. Even worse, those added images were sorted strangely, not even belonging to the groups as I had them in my old pc.

    Since you used the Copy import type, at least the images are also where they originally were, other than those on the flash-drive which was a temporary location for images from another location except when you plug it in.
    So there seem to be two unexpected things: more images were imported than you wanted to be imported, and some of the images are in folders that don't match the date they were taken.
    The folder-date mismatch might be due to some of the photos not having a taken-date in the exif information so the date they were last modified is used, instead.  You should check your destination naming options in LR to see if you have things set to import into date folders or not.  If not, then you actually specified that LR import a particular import's photos into a specifically-named folder that you typed the name of.
    As far as how extra photos got imported, only you can answer that.  It would have to do with where you told LR to import from and if you have Include Subfolders selected.  There is a way to specify an Auto Import folder using LR / File / Auto Import where LR will watch for photo files and import photos it see show up in that folder, but I doubt that is the problem.
    You'll have to decide on what to do now.  If you have all the photos still on the flash drive, then you might want to start over.  However, also think about if you want to be doing a Copy Import into your pictures folder from everywhere else, or if you want to use Explorer to copy the photos, yourself, outside of LR and do an Add import.  A Copy import from the flash drive could make more sense, since that is only a temporary location for the photos, but for other photos already on your computer, an Add import might make more sense.  If you use your OS copy commands to move photos from the flash drive to your computer's internal drive, you can decide what to name the folders, instead of LR choosing, if you have LR Import set to use dates.
    If things aren't in completely the wrong places, you can drag-and-drop within the LR Library Folders panel to put things where you want, and you can also right-click Remove (without deleting from disk) any extra photos.
    Also, there is nothing magic about the Pictures folder.  You can choose to make a new folder and put your LR photos under it. 
    The bottom line is that LR isn't doing anything more than what you told it to do, and it sounds like you just aren't aware of all the settings enabled during your imports so unexpected things happened.

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    I need to import images into the same Fireworks file, 1 per page. I have about 60 to do, and I'm hoping there's a better way then just adding them one by one. How can I batch import so that a page is created for each image?

    You can use the Import Files into Pages command in this extension: http://johndunning.com/fireworks/about/PageCommands
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    Hi all,
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    Lr isn't particularly good at separating out individual files types within the import window. However, some of the third party plugins usually provide the sort of filtering you require. Unfortunately, I can't recall exactly which ones do, but you could try this one from Rob Cole as a starter http://www.robcole.com/Rob/ProductsAndServices/ImporterLrPlugin/ or http://www.robcole.com/Rob/ProductsAndServices/OttomanicImporterLrPlugin/

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    I'd like to make a photo book with a couple hundred photos.
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    There is no built-in support for automatic inserts, sorry.
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    Hi,
    This may seem like a weird question, but my camera's date for some reason (I suspect the playing fingers of a young relative) got set to 1981, unknowing I went on a shoot. Needless to say Aperture has now put this shoot as first in Date order.
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    Thanks in advance

    Thanks for this,
    I looked here yesterday, obviously not hard enough!

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    RAW images in Lightroom aren't opening in camera raw in Photoshop.  Instead, I have to open the image in Finder before it will open in Camera Raw in Photoshop.  How can I correct that?

    Your question is a little unclear. In a "normal" Lightroom/Photoshop workflow the raw images do not open from Lightroom into Camera Raw. Lightroom has all of the Camera Raw functionality in the develop module. When you choose to open an image in Photoshop, and Lightroom and Photoshop are synchronized (i.e. referencing the same version of Camera Raw) then Camera Raw is simply used to interpret the Lightroom adjustments as the image is transferred to Photoshop. If Camera Raw is an older version then Lightroom offers you the choice to open the image or create a PSD or TIF file that includes all of the Lightroom adjustments. But in either case, opening in Camera Raw is not part of the workflow. It is possible to open the image as a smart object or convert the image to the smart object in Photoshop and then open it in Camera Raw. That is done from within Photoshop or is one of the open options in Lightroom. If you choose to go the smart object route the image first has to be opened in Photoshop and then from there you can open it in Camera Raw.

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    Images appear fine in Photoshop cs6 and cc, but print too dark, and also show too dark in Windows picture viewer. How can I correct this? Is this a Photoshop setting issue or what?

    Ok, look at your files in Photoshop. What is the profile assigned to them? You can find this out by going to the Status bar at the bottom, clicking on the right-pointing triangle and choosing document Profile from the list.
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  • I've just imported photos that are misdated and appear out of order in my events. How can I correct the dates on these events so they appear properly?

    I've just imported photos that are misdated and appear out of order in my events. How can I correct the dates on these events so they appear properly?

    The one iin the Photos ➙ Adjust Date and Time menu option:
    checkbox below:

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    How can I manually attach images from my photo booth to iCloud emails?
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    There are many, many ways to access your files in iPhoto:   You can use any Open / Attach / Browse dialogue. On the left there's a Media heading, your pics can be accessed there. Command-Click for selecting multiple pics.
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    You can access the Library from the New Message Window in Mail:
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    How come I can't export a image from lightroom 3 that is 600w x 610h?

    I think thats what I'm doing.  No luck though. Maybe its a bug?

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    I have taken pictures with both my Sony camera and my iPhone of items that are linked to a database that I am building, as well as my website.  How can I bypass importing the images into iPhoto and simply downloading the images as "files" not "photos" so I can access them with my database?  thanx.

    If your Sony has a removable memory card you can use a card reader to copy the image files from to a folder on your Desktop and then move them anywhere you'd like.
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    I have been modifying some 3D carousel code that I found in hopes that I can get it such that when image "resolv2.jpg" (or any of my other images) is clicked on at the front of my carousel, it goes to a specific webpage. By just replacing "moveBack(event.target) from the toggler section of the code with "navigateToURL:(newURLRequest('http://google.com'), the target DOES sucessfully go to google when clicked on. However, I want to modify this code by altering the else statement to say something to the effect of "else if event.target (clicked on object) is 'resolv2.jpg' THEN go to google". So essentially, my question is how can I determine which image was clicked? Here is the entire code with the area I was altering bolded:
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    <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="vertical" applicationComplete="init();" backgroundGradientColors="[#000033, #000033]" backgroundGradientAlphas="[1.0, 1.0]">
    <mx:Script>
              <![CDATA[
    //Import Papervision Classes
                   import org.papervision3d.scenes.*;
                   import org.papervision3d.cameras.*; 
                   import org.papervision3d.objects.*;
                   import org.papervision3d.objects.primitives.*;
                   import org.papervision3d.materials.*;
                   import org.papervision3d.materials.shadematerials.*;
                   import org.papervision3d.materials.utils.MaterialsList;
                   import org.papervision3d.lights.*;
                   import org.papervision3d.render.*;
                   import org.papervision3d.view.*;
                   import org.papervision3d.events.*;
                   import org.papervision3d.core.*;
                   import org.papervision3d.lights.PointLight3D;
                   import flash.filters.DropShadowFilter;
                         import caurina.transitions.*;
                         private var numOfItems:int = 5;
                         private var radius:Number = 600;
                         private var anglePer:Number = (Math.PI*2) / numOfItems;
                         //private var dsf:DropShadowFilter = new DropShadowFilter(10, 45, 0x000000, 0.3, 6, 6, 1, 3);
                   public var angleX:Number = anglePer;
             public var dest:Number = 1;
                   private var theLight:PointLight3D;
            //Papervision Engine
                   private var viewport:Viewport3D; 
                   private var scene:Scene3D; 
                   private var camera:Camera3D;
                   private var renderer:BasicRenderEngine;
             private var planeArray:Array = new Array();
             [Bindable]
             public var object:Object;
             private var arrayPlane:Object;
             private var p:Plane;
             //Initiation function           
             private function init():void 
             viewport = new Viewport3D(pv3dCanvas.width, pv3dCanvas.height, false, true); 
             pv3dCanvas.rawChildren.addChild(viewport); 
             viewport.buttonMode=true;
             renderer = new BasicRenderEngine();
             scene = new Scene3D(); 
             camera = new Camera3D();
             camera.zoom = 2; 
             createObjects(); 
             addEventListeners();
    //Create Objects function          
              private function createObjects():void{
              for(var i:uint=1; i<=numOfItems; i++)
                        /* var shadow:DropShadowFilter = new DropShadowFilter();
                        shadow.distance = 10;
            shadow.angle = 25; */
                        var bam:BitmapFileMaterial = new BitmapFileMaterial("images/resolv"+i+".jpg");
                        bam.oneSide = false;
                        bam.smooth = true;
            bam.interactive = true;
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                        p.x = Math.cos(i*anglePer) * radius;
                        p.z = Math.sin(i*anglePer) * radius;
                        p.rotationY = (-i*anglePer) * (180/Math.PI) + 270;
                        scene.addChild(p);
                        //p.filters=[shadow];
                        p.extra={pIdent:"in"};
                        p.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, toggler);
            planeArray[i] = p;
              // create lighting
            theLight = new PointLight3D();
            scene.addChild(theLight);
            theLight.y = pv3dCanvas.height;
              private function toggler(event:InteractiveScene3DEvent):void
                            // if the cube's position is "in", move it out else move it back
                            if (event.target.extra.pIdent == "in")
                                    moveOut(event.target);
                            else
                                   moveBack(event.target);
                    private function moveOut(object:Object):void
                              trace(object +" my object");
                            // for each cube that was not selected, remove the click event listener
                            for each (var arrayPlane:Object in planeArray)
                                    if (arrayPlane != object)
                                            arrayPlane.removeEventListener(InteractiveScene3DEvent.OBJECT_PRESS, toggler);
                            //right.enabled=false;
                            //left.enabled=false;
                            // move the selected cube out 1000 and rotate 90 degrees once it has finished moving out
                            Tweener.addTween(object, {scaleX:1.2, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
                            Tweener.addTween(object, {scaleY:1.2, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
                            // set the cube's position to "out"
                            object.extra = {pIdent:"out"};
                            // move the camera out 1000 and move it the to same y coordinate as the selected cube
                            //Tweener.addTween(camera, {x:1000, y:object.y, rotationX:0, time:0.5, transition:"easeInOutSine"});
                    private function moveBack(object:Object):void
                            // for each cube that was not selected, add the click event listener back
                            for each (var arrayPlane:Object in planeArray)
                                    if (arrayPlane != object)
                                            arrayPlane.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, toggler);
                            // move the selected cube back to 0 and rotate 90 degrees once it has finished moving back
                            Tweener.addTween(object, {scaleX:1, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
                            Tweener.addTween(object, {scaleY:1, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
                            // set the cube's position to "in"
                            object.extra = {pIdent:"in"};
                            // move the camera back to its original position
                            //Tweener.addTween(camera, {x:0, y:1000, rotationX:-30, time:0.5, transition:"easeInOutSine"});
                            //right.enabled=true;
                            //left.enabled=true;
                    private function goBack():void
                            // for each cube that was not selected, add the click event listener back
                            for each (var arrayPlane:Object in planeArray)
                                    if (arrayPlane != object)
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                    private function rotateCube(object:Object):void
                            //object.rotationX = 0;
                            //Tweener.addTween(object, {rotationZ:0, time:0.5, transition:"easeOutSine"});
              private function addEventListeners():void{
        this.addEventListener(Event.ENTER_FRAME, render);
    //Enter Frame Listener function             
    private function render(e:Event):void{ 
                     renderer.renderScene(scene, camera, viewport);
                     camera.x = Math.cos(angleX) * 800;                                                  
                     camera.z = Math.sin(angleX) * 800;
    private function moveRight():void
              dest++;
              Tweener.addTween(this, {angleX:dest*anglePer, time:0.5});
              //goBack();
    private function moveLeft():void
              dest--;
              Tweener.addTween(this, {angleX:dest*anglePer, time:0.5});
              //goBack();
              ]]>
    </mx:Script>
              <mx:Canvas width="1014" height="661">
              <mx:Canvas id="pv3dCanvas" x="503" y="20" width="400" height="204" borderColor="#110101" backgroundColor="#841414" alpha="1.0" backgroundAlpha="0.57"> 
              </mx:Canvas>
              <mx:Button x="804" y="232" label="right" id="right" click="moveRight(),goBack()"/>
              <mx:Button x="582" y="232" label="left"  id="left"  click="moveLeft(),goBack()" />
              </mx:Canvas>
    </mx:Application>

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                        * @eventType mouseOver
                        public static const OBJECT_OVER:String = "mouseOver";
                         * Dispatched when a container in the ISM receives an MouseEvent.MOUSE_OUT event
                        * @eventType mouseOut
                        public static const OBJECT_OUT:String = "mouseOut";
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                        * @eventType mouseMove
                        public static const OBJECT_MOVE:String = "mouseMove";
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                        * @eventType mousePress
                        public static const OBJECT_PRESS:String = "mousePress";
                         * Dispatched when a container in the ISM receives a MouseEvent.MOUSE_RELEASE event
                        * @eventType mouseRelease
                        public static const OBJECT_RELEASE:String = "mouseRelease";
                         * Dispatched when the main container of the ISM is clicked
                        * @eventType mouseReleaseOutside
                        public static const OBJECT_RELEASE_OUTSIDE:String = "mouseReleaseOutside";
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                        public var face3d                                                            :Triangle3D = null;
                        public var x                                                                      :Number = 0;
                        public var y                                                                      :Number = 0;
                        public var renderHitData:RenderHitData;
                        public function InteractiveScene3DEvent(type:String, container3d:DisplayObject3D=null, sprite:Sprite=null, face3d:Triangle3D=null,x:Number=0, y:Number=0, renderhitData:RenderHitData = null, bubbles:Boolean=false, cancelable:Boolean=false)
                                  super(type, bubbles, cancelable);
                                  this.displayObject3D = container3d;
                                  this.sprite = sprite;
                                  this.face3d = face3d;
                                  this.x = x;
                                  this.y = y;
                                  this.renderHitData = renderhitData;
    Thank you so much!

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