Making movies play automatically on a slide in Keynote

I have a presentation that has still photographs on some slides and movies on some. I set the vids to start automatically but they only play a few seconds and then the next slide appears.

Look Here:
http://docs.info.apple.com/article.html?path=Keynote/5.0/en/kyntc6bbade2.html
Good Luck

Similar Messages

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    I want to make a movie transition in _whilst playing_. All I can make it do now is transition in and THEN play. Possible? I seem to remember seeing presentations with playing clips whizzing by across the screen.

    nope. If you seen a presentation with a clip that's PLAYING while it's moving, it was probably a ful screen video that was created to look that way, but in reality was ONE big clip.
    I'm hoping we see this in the future, but for now, the only way to do it is fake a transition with a video clip that ends with a screen shot of the next slide, then you jump to the next slide with no transition and no one knows the difference.

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    http://www.diddy.com/diddy.php
    The buttons are at the bottom.
    Thanks so much,
    GL

    it will basically pause the movie on rollOut and resume on
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    so YES, it will start and play from where it has
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  • Making movie clips play in reverse in AS 3.0

    Hey all. I'm changing all my files to AS 3.0 because of some
    new elements I'd like to use in flash CS4.
    Here:
    http://www.iaw-atlanta.com/IvyLeague1-13-09.html
    I have the menu navigation at the bottom with 4 buttons. When the
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    movie clip, I have it stopped as well as gotoAndPlay the next frame
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    DjPhantasy5,
    > Ok thanks, I'll see what he also has to say as well.
    Actually, NedWebs pretty much nailed it. :) The approach
    you've taken
    is an interesting one, because it scales all the way back to
    Flash Player 5,
    which didn't yet support the MovieClip.onEnterFrame event.
    Without that
    event, you need something like your "controller" symbol -- a
    separate
    looping timeline -- to perform code that depends on frame
    loops.
    Available as of Flash Player 6, that event would allow you
    to
    consolidate your code a bit by putting it all in a single
    frame and avoiding
    the extra movie clip symbol. That doesn't mean your approach
    is wrong, by
    any stretch. In fact, it's good to know your options, because
    if you ever
    need to publish to Flash Player 5, you'll probably do best to
    use the setup
    you've taken.
    I'll demonstrate onEnterFrame in just a bit, in case you
    want to take a
    look at that.
    >> there's no _root reference in AS3, but you can use a
    >> MovieClip(this.parent) (which replaces what _parent
    >> used to do) to locate something outside of the
    immediate
    >> movieclip.
    The term "parent," in this context, is technically a
    property of the
    MovieClip class, which means all movie clips in AS3 have
    access to the
    "parent" feature, which points to the timeline that contains
    the movie clip
    in question. Buttons also feature a "parent" property. In
    AS2, this
    property acted exactly the same, only it was preceeded by an
    underscore.
    In fact, NedWebs' suggested code works the same in your
    existin file.
    Instead of this:
    // Your existing code ...
    if (_root.animation._currentframe>1) {
    _root.animation.prevFrame();
    this.gotoAndPlay(2)
    if (_root.animation._currentframe<=1) {
    this.gotoAndStop(1);
    ... you could be using this:
    // Alternative code ...
    if (_parent.animation._currentframe>1) {
    _parent.animation.prevFrame();
    gotoAndPlay(2)
    if (_parent.animation._currentframe<=1) {
    gotoAndStop(1);
    ... because from this scope -- that is, from this point of
    view -- the
    MovieClip._parent property points to the same timeline that
    _root does.
    That changes, of course, based on how deeply nested the
    current scope is.
    The term "this" in the above code is optional, because Flash
    understands
    what scope you're in. From the point of view of this code,
    _parent is
    understood to refer to the current scope's parent timeline,
    just like
    gotoAndPlay() is understood to refer to the current scope's
    own timeline.
    You could precede either of those by "this" or not.
    Many people will argue that _root is probably best avoided,
    only because
    it's a slippery slope. It doesn't always refer to the main
    timeline you
    think it does, depending on whether or not your SWF is loaded
    into another
    SWF at runtime. Meanwhile, _parent *always* refers to the
    immediately
    parent timeline.
    So when you look at it that way, this perfectly valid AS2:
    if (_parent.animation._currentframe>1) {
    ... isn't much different at all from its AS3 counterpart:
    if (MovieClip(parent).animation.currentFrame>1) {
    It would be nicer if you didn't need to cast the parent
    reference as a
    movie clip here, but if you don't, AS3 doesn't realize that
    the scope in
    question is a movie clip.
    >> You can string them along as...
    >> MovieClip(this.parent.parent)
    Exactly.
    >> Your _currentframe in the the controller becomes
    >> currentFrame. That's about it. The rest of what I
    >> saw will fly as is.
    Not quite. AS3 doesn't support the on() or onClipEvent()
    functions, so
    you won't be able to attach your code direction to the
    button. Instead,
    you'll have to put it in a keyframe -- which you can also do
    with AS2. It's
    a good idea, in any case, because it allows you to put all
    your code in one
    place, making it easier to find.
    Here's a quick note on direct attachment:
    http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
    To convert your existing FLA structure to AS3, you might,
    for example,
    do this:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(2);
    function overHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(4);
    That takes care of the on(rollout) and on(rollover) code in
    your current
    version. The first line (buttonMode) is only necessary
    because I got rid of
    the button symbol and, instead, associated the event handlers
    directly with
    your animation clip. (Movie clips handle button-style events,
    too, so you
    don't need the button.) In AS3, event handling is very
    straightforward:
    you reference the object (here, animation), invoke its
    inherited
    addEventListener() method, then pass in two parameters: a)
    the event to
    listen for, and b) the function to perform when that event
    occurs.
    You can see that spelled out above. In AS2, there are quite
    a few ways
    to handle events, including on()/onClipEvent(), so it's
    harder to know when
    to use what approach. For buttons and movie clips, the
    princple works the
    same as I just showed, but the syntax is different.
    Let's take a quick look at reducing all this code by using
    the
    onEnterFrame event. First, check out this AS2 version:
    animation.onRollOut = outHandler;
    animation.onRollOver = overHandler;
    function outHandler():Void {
    this.onEnterFrame = reversePlay;
    function overHandler():Void {
    this.onEnterFrame = null;
    this.play();
    function reversePlay():Void {
    this.prevFrame();
    All of that code would appear in frame 1. You don't need the
    controller
    movie clip. The animation clip no longer contains an orb
    button, because
    we're using animation itself as the "button". (You can always
    see what
    functionality any object has by looking up its class. If
    you're dealing
    with a movie clip, look up the MovieClip class. See the
    Properties heading
    to find out what characteristics the object has, see Methods
    to find out
    what the object can do, and see Events to find out what the
    object can react
    to.)
    In the above code, it's all laid out pretty easily. This is
    AS2,
    remember. We have two events we're listening for:
    MovieClip.onRollOut and
    MovieClip.onRollOver. Those events are established for the
    animation movie
    clip by way of its instance name, and associated with
    corresponding custom
    functions. The outHandler() function associates yet another
    function to the
    MovieClip.onEnterFrame event of the animation clip. Very
    simply, it
    instructs animation to perform the custom reversePlay()
    function every time
    it encounters an onEnterFrame event. The overHandler()
    function kills that
    association by nulling it out, and telling animation to play,
    via the
    MovieClip.play() method. Finally, the reversePlay() function
    simply invokes
    MovieClip.prevFrame() on the animation clip.
    Here's the AS3 version:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    animation.addEventListener(Event.ENTER_FRAME, reversePlay);
    function overHandler(evt:MouseEvent):void {
    animation.removeEventListener(Event.ENTER_FRAME,
    reversePlay);
    animation.play();
    function reversePlay(evt:Event):void {
    evt.target.prevFrame();
    It looks wordier, but if you look carefully, you'll see that
    it's
    essentially the same thing. The main difference is the way
    scope works in
    AS3. In AS2, there are numerous references to "this", because
    the event
    handler functions operate in the same scope as the object to
    which the
    association is made. In AS3, the references aren't to "this",
    but rather to
    the same animation clip by its *intance name*, because in
    AS3, the scope
    operates in the same timeline in which the code appears
    (namely, in this
    case, the main timeline).
    In the reversePlay() function, in order to emulate a "this"
    sort of
    setup, I'm referring to the parameter that gets passed to all
    event handler
    functions in AS3. I happened to name it "evt" (for event),
    but you can call
    it what you like. In the case of reversePlay(), the evt
    parameter refers to
    an instance of the Event class, which has a target property.
    The target
    property refers to the object that dispatched the event --
    happens to be
    animation, in this case. So evt.target, in this context,
    refers to
    animation, which is what I invoke the MovieClip.prevFrame()
    method on.
    I've uploaded a handful of FLA files to my server. I won't
    keep them
    there forever ... maybe a couple weeks, as of this post:
    http://www.quip.net/RewindTestAS3.fla
    http://www.quip.net/RewindTestAS3_new.fla
    http://www.quip.net/RewindTestAS2_new.fla
    David Stiller
    Co-author, ActionScript 3.0 Quick Reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

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