Managing which images (or movies) are inserted

Hi
I need to mainly to present images, as kinds of photo albums.
I would need to know which images are included or not: I want to put them all and avoid dupes, or do it on purpose.
In the Metrics nail, in the Inspector pane, the name of the selected object is displayed but it gives no clue about the path.
I found a turnaround by dragging the file name in the Presenter Notes.
I tried using the Comments by why do they have to be square? If you could make them as a rectangular labels it would be much more practical.
TIA
Nick

Hi Brie
Thanks for your input.
I would certainly like to minimize my files size as a rule of thumb.
Yet I have a collection of thousands of photos that I have already processed when necessary in Photoshop ELements. It's either digital or scanned pics. iPhoto slideshow doesn't suit me: I want a full screen presentation of any number or pics displayed the way I want. Keynote meets my specs.
However it misses one feature:
My real objective is to keep track of the pictures that are inserted in a presentation, on which one and at which page.
Realistic? Any turn around? Any other application? I looked in Automator if there was something possible but had no time to fully explore it.
Thanks
Nick

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    Exception in thread"JMF thread:SendEventQueue:com.sun.media.processor.unknown Handler" java.lang.NullPointerException"
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                   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.*;
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                   public var angleX:Number = anglePer;
             public var dest:Number = 1;
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                        p.z = Math.sin(i*anglePer) * radius;
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            theLight = new PointLight3D();
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                            for each (var arrayPlane:Object in planeArray)
                                    if (arrayPlane != object)
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                            //right.enabled=false;
                            //left.enabled=false;
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                            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]});
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                            object.extra = {pIdent:"out"};
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                            //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;
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                            // 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);
                    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);
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    private function render(e:Event):void{ 
                     renderer.renderScene(scene, camera, viewport);
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                     camera.z = Math.sin(angleX) * 800;
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              dest++;
              Tweener.addTween(this, {angleX:dest*anglePer, time:0.5});
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    private function moveLeft():void
              dest--;
              Tweener.addTween(this, {angleX:dest*anglePer, time:0.5});
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              ]]>
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              <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"> 
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              <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()" />
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    </mx:Application>

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                        public static const OBJECT_OUT:String = "mouseOut";
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                        public static const OBJECT_MOVE:String = "mouseMove";
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                        public static const OBJECT_PRESS:String = "mousePress";
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                        public var x                                                                      :Number = 0;
                        public var y                                                                      :Number = 0;
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