Importing fla

is it possible to import a flash 8 fla or a swf that has
voiceover and multiple scenes with actionscripting into captivate
so that the player controls controlled the flash movie? then create
an interactive quiz when the flash movie is over? does anyone have
another solution for this? thanks

Does anyone have another solution for ... "what"?
No, there is no way that Captivate playback controls can be
used to control an inserted SWF. You would have to build those
controls into the SWF in question.
Can you insert an outside animation into Captivate and use
Captivate's "Question slides" to quiz the user about the content of
those inserted animations? Yes, definitely.
I'm shooting in the dark because you have posed some very
hazy scenarios, and seem to be referring to a solution that you
have provided (reference ... "another solution") but I really have
no idea what your problem is ... or what solution you are trying to
replace with another.
Sorry.
.

Similar Messages

  • How to Import *.FLA to Premiere Pro CS4?

    is it posible to Import *.FLA to Premiere Pro CS4?
    if it's able to, so How? ..please
    thanx

    I haven't tried it, but I'd be surprised if PR would import an .fla (the flash project file).  It is not listed in the fiile formats:
    CS5: http://help.adobe.com/en_US/premierepro/cs/using/WSd79b3ca3b623cac97fa024001235833a568-800 0.html
    CS4: http://help.adobe.com/en_US/PremierePro/4.0/WSf52ca809ac8f6c7135876f961243120b72d-8000.htm l
    SWFs are listed as okay for import in at least CS4 and CS5.  But if you've got the fla, you can probably export a swf.

  • Flash 2004 MX will not import .FLA's into the library

    I can't imagine why this is- but if someone has some
    eperience here- I would be so ever grateful.
    I can't get Flash MX 2004 to inport FLA files into the shared
    library. When I select inport/into shared library I get an error
    message that says flash does not recognize the .fla file type and
    wants to know if I should let quick time see if it can recognize
    the file. "Use quicktime instead".
    Here is what I have tried:
    Reset the file types in File/Folder under control panel to
    default- Flash- But all file types were already recognzed- -reset
    was just a deperation hope and prayer.
    Un-installed quicktime then tried to import- no
    un-installed flash- reinstalled flash- tried to import- no
    Installed newest version of Quicktime and then tried to
    import- no
    Reverted to a prior system restore point- then
    Re-installed Flash - tried to import-no
    looked in the registry but could not navigate to anything
    that resembled file extensions-
    Flash saves FLA's and makes SWF's just as it should- opens
    FLA's and sees FLA file types in the saved folder.
    When I initialize the import/to library functon FLA file
    types are not listed unless I select "all file types" in the file
    types drop down- it does recognize SWFs
    Flash did recognize FLA's until I played a Quicktime
    Instruction CD. With no further action on my part, it quit
    importing correctly-
    No viruses are found
    ?? ideas
    Thanks
    -D
    Any other ideas or work-arounds would be greatly
    appreciated-

    Thanks Shane- but when I need to share a library file- I
    select file/ import to library and that is where I get the error- I
    was able to share Flash librarys befor I played the quicktime file-
    and now- unfortunately FLAs are an unrecognized format. And I am no
    longer getting the additional mesage "do you want Quicktime to try
    and open them. Just a message that says "one or more files were not
    imported because there were errors reading them"
    But they open in flash.... which is what I don't understand-
    something has happend that flash no-longer sees the fla file type
    under the File/ Import to Library.
    -D
    Yeah, that would have been a ton of effort... Hopefully a
    little more clarification in the details...

  • Importing fla files

    Hi,
    I've recently installed flex builder 2 and it seems like a
    really easy to use application. The problem I have, is that I have
    to support a flash project that was written using flash cs3. The
    action script files (*.ai) are the same which is good, but I don't
    know how to open/import/convert the *.fla files to mxml files. Is
    it possible ? I searched the web and was surprised to discover that
    there is so little information on this topic...
    thanks,
    Eran

    The preferred way to use Flash assets in flex is to export
    them as SWC components. I don't do Flash, yet, so I can't be more
    specific.
    Tracy

  • Importing fla file into a slide

    Dear All;
    I created a fla file and now i want to import it into a
    presentation slide. Is it possible?
    Thank you very much,
    Reagards
    AdobeMyHobby

    you can load an 'swf' file (but not the fla) into an empty
    movieclip - using the loadMovie() method or the MovieClipLoader
    class.

  • Import fla file in Flex Project

    I've just found this nice effect in flash.
    Would it possible to import it in a Flex project?
    Thanks in advance.
    Greetings!

    I got these files also. But how to use Flash's fl.transitions. package with Flex.
    Flash and Flex are doing transitions very differently.
    In Flex, for example,
    Define a transition effect: <mx:WipeLeft id="wl"/>
    Use it: <mx:Canvas id="home" ... showEffect="wl">
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    import fl.transitions.*;
    import fl.transitions.easing.*;
    var myTM:TransitionManager = new TransitionManager(my_mc);
    myTM.startTransition({type:Wipe, direction:Transition.OUT, duration:3, easing:Strong.easeOut, startPoint:1});
    How to define the MovieClip - "my_mc"? Both Flex and Flash have flash.dispaly.MoiveClip. Are they the same?

  • CS5.5 Import for runtime sharing and preview problem

    Hello
    I'm having a strange issue with CS5.5 and the import for runtime sharing settings. Here's what I'm doing: I create two .fla's, Export.fla and Import.fla. In Export.fla, I create a shape, select it, press F8 and tick export for runtime sharing, to create a really simple exported movie clip. I click the exported symbol in the library, press Ctrl-C, switch to Import.fla and press Ctrl-V. Everything ok so far, the symbol is imported for runtime sharing.
    The first problem I have at this stage is that changes I do to the exported symbol in Export.fla are not reflected in Import.fla, only in the final .swf's I can see the changes. Also, unlike in CS4 and CS5 I cannot "Update" the imported symbol in the library right-click menu, to make changes to Export.fla visible in Import.fla. The menu entry is just greyed out...
    So I tried to use Authortime sharing, in the Symbol Properties for the imported symbol in Import.fla. I link the source to the symbol in Export.fla, and once I do that, everything is completely borked. The previously imported symbol is no longer imported. Whenever it is changed in Export.fla, it gets an "Export for Runtime Sharing" tick in its Properties in Import.fla, and worst, it is not shared at runtime, like I need it to.
    Can anyone tell me how to get the "normal" CS/4/5 behaviour in CS5.5: a runtime shared symbol, that can be updated in Import.fla (I dont care if manually or auotmatically) when I change it in Export.fla, and which also is runtime shared?
    Cheers
    Ulf

    Hi, JonnyDiamond
    Thank you for reporting the issue for runtime sharing settings affected by authortime sharing. It is fixed for parent symbols in Flash Pro CS6, but we just recognized it is not for nested items.
    As an alternative to deleting and re-copying the symbol, we see the following steps restore the original settings of the nested bitmap symbol (png in your case) for importing runtime shared library. After you open Bitmap Properties dialog of the bitmap symbol, go to ActionScript section and:
    1. Uncheck Export for ActionScript
    2. Check Import for runtime sharing
    3. Input the path to Library.swf in URL
    4. Click OK twice
    Please try these steps to see if they work for you. If they do, the simalr steps can be processed via JSFL script. It would be something like this:
    //// To restore the settings to import runtime shared library //////
    // Get Library items
    var myItems = fl.getDocumentDOM().library.items;
    // Store an item from myItems
    var myItem;
    // Path to runtime shared library. Change this to your path
    var pathToRSL = "Library.swf";
    // Go through Library
    for (var i = 0; i < myItems.length; i++)
              myItem = myItems[i];
      // Change the condition to suit to your Library
              if(myItem.itemType == "bitmap" &&
                 myItem.name.split(".").pop() == "png" &&
                 myItem.linkageExportForRS == true )
        switchRSSettings(pathToRSL);
    // Disable Export for runtime sharing and
    // enable Import for runtime sharing
    function switchRSSettings(path)
              myItem.linkageExportForRS = false;
              myItem.linkageExportInFirstFrame = false;
              myItem.linkageExportForAS = false;
              myItem.linkageImportForRS = true;
              myItem.linkageURL = path;
    ///////////////////////// End of Script ////////////////////
    We hope this would help you workaround the issue. Again, thank you for your report!
    Thanks
    Toshi

  • Working with multiple fla or swf files

    Hi am working on a large flash presentation that
    combines several clips that I previously developed in Flash8 and
    new ones that I have created in Flash CS3. I need to combine these
    into one presentation. I know that I will have to save my CS3 clips
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    CS3 to get everything into one version. However, can you tell me
    should I import fla files into a single fla presentation and output
    to a swf or import the swfs? I am finding that the text effects
    that I developed in SwishMax are then lost regardless of what I do?
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    Any suggestions would be appreciated.
    Best regards,
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    Unless you save the attachments to an app they are not stored anywhere on the iPad apart from with the email in Mail.
    There are a number of apps that support word documents e.g. Apple's Pages app, and QuickOffice HD and Documents To Go. Jpeg pictures can be saved to the built-in Photos app (they should go in the Camera Roll album if you save them).
    For PDFs there are free apps such as iBooks and Adobe Reader where you can save them to.
    To save an attachment press and hold the attachemtn after you've opened it in the Mail app and you should get an 'open in' option appear.

  • .FLA into Director

    Hello,
    I am able to import SWF files no problem, but when I try to import an FLA file I get an error -- "Having trouble reading [file] -1"
    Is it even possible to import FLA files?

    No, you can't import FLA files and I don't understand why you'd want to. Could you explain why you wouldn't publish them to SWFs and import those?

  • Building complex flash game in Flash Builder 4 - Workflow/Best Practices

    I'm investigating switching to Flash Builder 4 for building a complex game that currently lives purely inside Flash CS4.  CS4 is a pretty terrible source code editor and debugger.  It's also quite unstable.  Many crashes caused by bad behavior in the SWF will take out the entire IDE so are almost impossible to debug.  And I've heard other horror stories.  To be clear, for this project I'm not interested in the Flex API, just the IDE.
    Surprisingly, it seems Flash Builder 4 isn't really set up for this type of development.  I was hoping for an "Import FLA" option that would import my Document Class, set it as the main entry point, and figure out where other assets live and construct a new project.  What is the best workflow for developing a project like this?
    What I tried:
    -Create a new Actionscript Project in the same directory where my CS4  lives
    -Set the primary source file to match the original project's source file and location
    -Set my main FLA as "export to SWC", and added "SWC PATH" to my flash builder 4 project.
    -Compile and run.. received many errors due to references to stage instance. I changed these to GetChildByName("stagename").  Instead, should I declare them as members of the main class?  (this would mimic what flash CS4 does).
    -My project already streams in several external SWF's.  I set these to "Export SWC" to get compile-time access to classes and varaibles. This works fine in cs4, the loaded SWF's behave as if they were in the native project.  Is the same recommended with FB4?
    -Should I also be setting the primary FLA as "export to swc"?  If not, how do I reference it from flex, and how does flex know which fla it should construct the main stage with?
    Problems:
    -I'm getting a crash inside a class that is compiled in one of the external SWF's (with SWC).  I cannot see source code for the stack inside this class at all.  I CAN see member variables of the class, so symbol information exists.  And I do see the stack with correct function names.  I even see local variables and function parameters in the watch window! But no source.  Is this a known bug, or "by design"? Is there a workaround?  The class is compiled into the main project, but I still cannot see source.  If FLEX doesn't support source level debugging of SWC's, then it's pretty useless to me.   The project cannot live as a single SWF.  It needs to be streaming and modular for performance and also work flow. I can see source just fine when debugging the exact same SWC/SWF through CS4.
    -What is the expected workflow with artists/designers working on the project?  Currently they just have access to all the latest source, and to test changes they run right through flash.  Will they be required to license Flash Builder as well so they can test changes?  Or should I be distributing the main "engine" as a SWF, and having it reference other SWF files that artists can work on?  They they compile their SWF in CS4, and to test the game, they can load the SWF I distribute.
    A whitepaper on this would be awesome, since I think a lot of folks are trying to go this direction.  I spent a long time searching the web and there is quite a bit of confusion on this issue, and various hacks/tricks to make things work.  Most of the information is stale from old releases (AS2!).
    If a clean workflow I would happily adopt Flash Builder 4 as the new development tool for all the programmers.  It's a really impressive IDE with solid performance, functional intellisense, a rich and configurable interface, a responsive debugger..I could go on and on.  One request is shipping with "visual studio keyboard layout" for us C++ nerds.
    Thanks very much for reading this novel!

    Flash builder debugging is a go!  Boy, I feel a bit stupid, you nailed the problem Jason - I didn't have "Permit Debugging set".  I didn't catch it because debugging worked fine in CS4 because, well, CS4 doesn't obey this flag, even for externally loaded SWF files (I think as long as it has direct access to the SWC). Ugh.
    I can now run my entire, multi SWF, complex project through FB with minimal changes.  One question I do have:
    In order to instantiate stage instances and call the constructor of the document class, I currently load the SWF file with LoaderContext.  I'm not even exporting an SWC for the main FLA (though I may, to get better intellisense).  Is this the correct way of doing it?  Or should I be using , or some other method to pull it into flex?  They seem to do the same thing.
    The one awful part about this workflow is that since almost all of my code is currently tied to symbols, and lives in the SWF, any change i make to code must first be recompiled in CS4, then I have to switch back to FB.  I'm going to over time restructure the whole code base to remove the dependency of having library symbols derive from my own custom classes.  It's just a terrible work flow for both programmers and artists alike.  CS5 will make this better, but still not great.  Having a clean code base and abstracted away assets that hold no dependencies on the code  seems like the way to go with flash.  Realistically, in a complex project, artists/designers don't know how to correctly set up symbols to drive from classes anyway, it must be done by a programmer.  This will allow for tighter error checking and less guess work.  Any thoughts on this?
    Would love to beta test CS5 FYI seeing as it solves some of these issues.
    Date: Thu, 21 Jan 2010 15:06:07 -0700
    From: [email protected]
    To: [email protected]
    Subject: Building complex flash game in Flash Builder 4 - Workflow/Best Practices
    How are you launching the debug session from Flash Builder? Which SWF are you pointing to?
    Here's what I did:
    1) I imported your project (File > Import > General > Existing project...)
    2) Create a launch configuration (Run > Debug Configuration) as a Web Application pointing to the FlexSwcBug project
    3) In the launch config, under "URL or path to launch" I unchecked "use default" and selected the SWF you built (I assume from Flash Pro C:\Users\labuser\Documents\FLAs\FlexSwcBug\FlexSwcBugCopy\src\AdobeBugExample_M ain.swf)
    4) Running that SWF, I get a warning "SWF Not Compiled for Debugging"
    5) No problem here. I opened Flash Professional to re-publish the SWF with "Permit debugging" on
    6) Back In Flash Builder, I re-ran my launch configuration and I hit the breakpoint just fine
    It's possible that you launched the wrong SWF here. It looks like you setup DocumentClass as a runnable application. This creates a DocumentClass.swf in the bin-debug folder and by default, that's what Flash Builder will create a run config for. That's not the SWF you want.
    In AdobeBugExample_Main.swc, I don't see where classCrashExternal is defined. I see that classCrashMainExample is the class and symbol name for the blue pentagon. Flash Builder reads the SWC fine for me. I'm able to get code hinting for both classes in the SWC.
    Jason San Jose
    Quality Engineer, Flash Builder
    >

  • CRASH: Flash CS6 crashes with authortime sharing...

    We're using Flash CS6 to generate 2D animation data for a game project.  We have several files that comprise our animations and make extensive use of authortime sharing.  We've noticed a few things that make authortime sharing problematic:
    When changing symbols in a source FLA, we oftentimes get a "Duplicate Items Folder" when opening a dependent FLA.  We've written scripts to clean these up automatically, but it can be quite troublesome.  Why is it that Flash can't detect changes properly in dependent files?
    In some cases, when #1 manifests, it will create several duplicate folders (i.e. symbols / symbols copy 1 / symbols copy n).
    Flash CS6 straight up crashes on us sometimes.
    We've got a file now that crashes Flash CS6 every time it's opened.  It seems to crash when updating symbol references.  I've verified this by moving the file to another folder on my machine (thus Flash can't find the source files to update from).  When the imported FLA's can't be found the crash no longer occurs.
    I've uploaded the crashes here:
    https://s3.amazonaws.com/flash-crashes/FlashPro+crash+log+(3).mdmp
    https://s3.amazonaws.com/flash-crashes/FlashPro+crash+log+(4).mdmp
    https://s3.amazonaws.com/flash-crashes/FlashPro+crash+log+(5).mdmp
    https://s3.amazonaws.com/flash-crashes/FlashPro+crash+log+(6).mdmp
    https://s3.amazonaws.com/flash-crashes/FlashPro+crash+log+(7).mdmp
    Please advise!  We'd love to use authortime sharing, but it really just seems broken.
    steve

    Hi ,
    You can provide us the information as outlined here - http://forums.adobe.com/message/4542181#4542181
    Thanks and regards,
    Sudeshna Sarkar
    Adobe Flash Professional Team.

  • Flash Catalyst, Flash Builder and Adobe Air....Issues...

    My problem is simple.
    I have a flash catalyst project I importedc it into flash builder - whats the issue? its a web app. I need it as a air app. I don't know how to change it from a web app to an air app.
    Also:
    If I publish the "demo" version in Flash cat as a air app and install it, I have to resize the window? even when I set the bounds to be 800x600 it shows up on the desktop as either half that or sligtly larger. even running the swf - publishing for both web and air for testing - i have to resize the swf (unless its embeded on a page). why is this happening?
    Tha main purpose here is to change the imported flas cat proj into a air app in flash builder so i can change the default chrome.
    Thanks.

    I finally find what the problem was. It has nothing to do with either the server, neither Flash Player or Adobe Air.
    The problem came from mstc window (remote desktop software). By default it was set to display 16bit colors. I might have changed it sometime to 15bit.
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  • (How can we) Import Flash Professional .FLA file format?

    How can we import a Flash Professional .fla file format into Flash Catalyst? It would appear that we can't...at least not yet! I have added this as a feature request within the adobe labs site for Catalyst. Someone at Adobe suggested that I also explore the forums, so here we are. If you would also like to have this feature added, please let Adobe know by promoting the
    idea.
    Our use case is this: we have a large Flash file with a library of over one thousand skins and assets that were built in Flash with Adobe's Flex Skins Templates. These stateful, graphical skins were used within a custom theme by several Flex 3 projects.
    Now that we are looking to migrate to FlashBuilder 4, and start to use Spark components, we are trying to find a workflow that allows us to use Adobe tools and to reuse our existing vector artwork. Since we have such a large number of assets, we are exploring various approaches, including the use of JSFL. So far we haven't found a good way to migrate from Flash-built skins for Flex 3 to Catalyst-built skins for FlashBuilder 4.

    Hi Ajay,
    See attached V 7.0 example...
    Hope it helps,
    Nick
    Attachments:
    Read_txt_File.vi ‏20 KB

  • Imported mp3 file of 6 Mb  increased FLA by 47 Mb

    Imported an mp3 file of 6 Mb and the FLA file increased by 47
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    Compressed and saved - no result. Removed mp3, compressed
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    create a new empty fla (say soundAssets.fla) and add all the sounds to its library. in (advanced) properties, tick "export for actionscript" and "export in frame 1" and set class name.
    in publish settings, tick "export SWC" in "flash" tab and then publish swf. this will produce a soundAssets.swf and soundAssets.swc file - you just need the swc
    finally, in your main fla, goto actionscript settings and in "library path" tab, add the swc by clicking on the + sign and then the flash symbol (f).
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  • Importing Flash .fla files

    I am taking over a client who has a .fla site with several fancy "Ribbon","Bubbles", and "Stripes" transitions I want to import.
    Is it easier to just edit it in Flash or to Bring it into Flash builder?
    I would like to at least bring in the original parts into Flash Builder beta 2.
    Working in Flash Beta 2 until the release.
    Dan Pride

    Hi,
    The solution depends on what you want to do with these Flash files. If they are going to be self-contained with minimal communication with the main application you can simply use SWFLoader and listen to the events by: SWFLoader.content.addEventListener(...).
    If you plan more specialized interaction with these SWFs then you want to create custom event class and dispatch custom event(s) from the SWF and listen to them in the main application in the same way.
    HTH,
    FTQuest

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