My movie symbol not working in main timeline
The symbol works in its own movie timeline, the keyframe length is the same length on both the movie symbol timeline and the main timeline.
But movie symbol refuses to play on the main timeline.
Any ideas?
If it is a movieclip symbol, it doesn't need to have any more than one frame in whatever timeline you place it in to be able to play in its entirety. What controls are you using to make it play? Does the movieclip have any stop() command in its first frame(s)?
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Bah! Publishing or "test movie" do not work on new machine
Bah! Publishing or "test movie" do not work on new machine. I
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Can't get button in sub movie to link back to main timeline
Hi All.....
First, thank you for helping me! I am pulling my hair out. I
know there is an easy answer to this question, but I can't figure
it out.
I have my main timeline (Scene 1) and then on frame 5, I have
a movie that plays for about 70 frames (within itself). On the main
timeline it is only 3 frames long, and I have an action at the top
layer to stop at the first frame.
At the end of the 70 frame movie, I have a "next" button; the
action is in normal mode;
on (press) {
gotoAndPlay("Scene 1", 11);
I am ultimately telling this button to go back to the main
timeline (scene 1) and continue on with the next movie.
When I publish, the movie goes through just fine, gets to the
next button, I press it and it goes to the 11th frame of the that
same movie, instead of the 11th frame of the main timeline (scene
1).
Help! I appreciate it...let me know if I left anything
out...........
Aubryaubrycan wrote:
> Ahh!
> Thank you! It worked!
>
> You have saved me. :-)
better yet label the frame you like to target and target that
label
_root.gotoAndPlay("labelNameHere");
There is no scenes in SWF file upon export. So if you have 10
frame in scene 1
and 10 in scene 2, the frame 10 in scene two become frame
number 20.
The action sugested by FamousSeamus is not really correct
even tho it might work,
but as soon as you try to target frames across multiple
scenes, you can't refer to them
by their numbers unless it's one long scene only.
Best Regards
Urami
<urami>
If you want to mail me - DO NOT LAUGH AT MY ADDRESS
</urami> -
Button within a movie clip not working
Hiya,
I have a movie clip within my swf website that is basically
an icon that you roll over to produce the menu. The movie clip has
coding inside it to produce the rollover effect. This is as
follows:
stop();
this.onEnterFrame = function(){
if(rewind == true){
prevFrame();
this.onRollOver = function(){
rewind = false;
play();
this.onRollOut = function(){
rewind = true;
Whilst this coding works fine for this movie clip, for some
reason the buttons within the movie clip that appear as you
rollover them will not work when pressed. I am trying to get them
to navigate the main timeline, i.e. coding as follows:
on (release) {
_parent.gotoAndPlay("home")
_parent should be correct, I've tried it without and with
_parent._parent however still it has no effect. From what I can see
everything should be working fine.
Is there some reason why buttons will not work within this
sort of roll over effect movie clip?
Thanks for your help.you can't assign mouse handlers to a parent movieclip and
expect a child movieclip to respond to mouse events: the parent
will intercept those events.
to remedy, either assign all your mouse handlers on the child
generation movieclips or use a hitTest() for one of the
generations. -
Convert a movie clip back to the main timeline? Help!
I hope you guys can help me with this because this is a work project. Here's the situation:
The entire .fla animation consists of nothing but two really long movie clips. Which are placed on frames 1 and 2 of the main timeline. Now for reasons that are too deep for me to go into explaination about my boss is telling me that I have to have everything main timeline -no movie clips. I've tried copypasting all of the frames but they all paste wayyy to large on the main timeline and they wind up in different places on the stage.
How can I move all of the frames from my two movie clips onto the main timeline without everything breaking? Better yet - is there any way to just convert a movie clip into an .fla?you're on the right track. note the x,y of your movieclip in frame 1. create a new layer and paste all the frame 1 movieclip's frames into that new layer. click the edit multiple frames icon below your timeline. select all the frames, click an on-stage object. in the properties panel, change the x,y of the all the selected objects to the previously noted values
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Loaded swf with button , not communicating to main timeline
my main stage/timeline has a UILoader "UILoaderOne" and
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i have some buttons on the main stage which pull up some
images into the UILoaderOne.
these work fine and look like this.
//BEGIN BUTTONCODE\\
//button to load image into loader "loaderOne" x01_btn and
x01_ldr, thumb image is "x01.jpg and main image is p01.jpg\\
//crop thumb image to size 50px tall by whatever wide and
resize loaderButton if needed, main image will resize
proportionatly\\
x01_btn.addEventListener(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent):void
//import fl.containers.UILoader;
import fl.controls.Label;
import fl.controls.ProgressBar;
var url:String = "assets/01.jpg";
//var myUILoader:UILoader //= new UILoader();
myUILoader.unload();
myUILoader.autoLoad = false;
myUILoader.source = url;
//myUILoader.move(10, 10);
myUILoader.scaleContent = true;
myUILoader.load();
var myProgressBar:ProgressBar = new ProgressBar();
myProgressBar.source = myUILoader;
myProgressBar.setSize(100, 10);
myProgressBar.move(myUILoader.x+340, myUILoader.y+250)
myProgressBar.addEventListener(ProgressEvent.PROGRESS,
progressHandler);
myProgressBar.addEventListener(Event.COMPLETE,
completeHandler);
addChild(myProgressBar)
var myLabel:Label = new Label();
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myLabel.autoSize = TextFieldAutoSize.LEFT;
myLabel.move(myProgressBar.x, myProgressBar.y +
myProgressBar.height);
addChild(myLabel);
function progressHandler(event:ProgressEvent):void {
//trace("progress:", event.bytesLoaded, event.bytesTotal,
int(event.currentTarget.percentComplete) + "%");
//myLabel.text = event.bytesLoaded + " of " +
event.bytesTotal + " bytes loaded.";
myLabel.text = ("progress:", event.bytesLoaded,
event.bytesTotal, int(event.currentTarget.percentComplete) + "%")
//myLabel.text =
Math.round((event.bytesLoaded/event.bytesTotal)*100) +"%";
function completeHandler(event:Event):void {
trace("complete:");
myProgressBar.removeEventListener(ProgressEvent.PROGRESS,
progressHandler);
myProgressBar.removeEventListener(Event.COMPLETE,
completeHandler);
removeChild(myProgressBar);
removeChild(myLabel);
//addChild(myUILoader);
//trace("typeMe");
//end BUTTONCODE\\
//end BUTTONCODE\\
the second Loader "UILoaderTwo" auto loads another swf file
with the INTENT to load from buttons, images into the ULLoader
"UILoaderOne" which is on the main timeline.
this part is failing
the error i get in Output window is
TypeError: Error #1009: Cannot access a property or method of
a null object reference.
at sOne_fla::MainTimeline/onClickz()
the swf that loads is sOne.swf
and it has code of this
z01_btn.addEventListener(MouseEvent.CLICK, onClickz);
function onClickz(event:MouseEvent):void
import fl.containers.UILoader;
import fl.controls.Label;
import fl.controls.ProgressBar;
var url:String = "assets/xx.jpg";
var myUILoader:UILoader //= new UILoader();
myUILoader.unload();
myUILoader.autoLoad = false;
myUILoader.source = url;
//myUILoader.move(10, 10);
myUILoader.scaleContent = true;
myUILoader.load();
var myProgressBar:ProgressBar = new ProgressBar();
myProgressBar.source = myUILoader;
myProgressBar.setSize(100, 10);
myProgressBar.move(myUILoader.x+340, myUILoader.y+250)
myProgressBar.addEventListener(ProgressEvent.PROGRESS,
progressHandler);
myProgressBar.addEventListener(Event.COMPLETE,
completeHandler);
addChild(myProgressBar)
var myLabel:Label = new Label();
myLabel.text = ". . . . . X . . . . . ";
myLabel.autoSize = TextFieldAutoSize.LEFT;
myLabel.move(myProgressBar.x, myProgressBar.y +
myProgressBar.height);
addChild(myLabel);
function progressHandler(event:ProgressEvent):void {
//trace("progress:", event.bytesLoaded, event.bytesTotal,
int(event.currentTarget.percentComplete) + "%");
//myLabel.text = event.bytesLoaded + " of " +
event.bytesTotal + " bytes loaded.";
myLabel.text = ("progress:", event.bytesLoaded,
event.bytesTotal, int(event.currentTarget.percentComplete) + "%")
//myLabel.text =
Math.round((event.bytesLoaded/event.bytesTotal)*100) +"%";
function completeHandler(event:Event):void {
trace("complete:");
myProgressBar.removeEventListener(ProgressEvent.PROGRESS,
progressHandler);
myProgressBar.removeEventListener(Event.COMPLETE,
completeHandler);
removeChild(myProgressBar);
removeChild(myLabel);
//addChild(myUILoader);
//trace("typeMe");
//end BUTTONCODE\\
//end BUTTONCODE\\well, I'm such a novice to begin with.
the loader is actually placed on stage manually, and instance
named manually so a lot of that code is may not be needed,
i do a lot of trial and error technique
it is all personal stuff
one guess i have is to set up a listner as to when the sOne
is loaded, and then get a way to communicate to each other?
how? -
Field symbols not working in data transfer VOFM routine
Hi,
I have been trying to set a value using field symbols, however for some reasons its not working. I am using a field symbol in a data transfer routine and the value which I am trying to set is a standard field outside the VOFM routine code.
I am trying to set a field gla_subrc which is actually a changing parameter.
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The syntax I am using is
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Can someone please help me in this.
Thanks & Regards,
Naresh.I need to stop outbound delivery creation against STO using vl10b transaction. The only way to stop creation is using data transfer delivery VOFM routine.
If i give an error message MESSAGE E001, this will give a hard error which is not acceptable. To avoid this, i use a perform message statment with message id and certain parameters which can displayed in a log.
However to make sure this message is displayed in log, I am clearing a work area having specific data needed for delivery creation.
Because of this clear, my error message gets captured in log but along with this another fake message is displayed in log which caused by the clear message.
The user gets confused as he now sees 2 messages, 1 which is correct and other 1 which is fake and that confuses him.
Data transfer routine is not the best place to give messages in log but we have very few options. The only way the system can give 1 message is if i set gla_subrc to 1. This is a variable which will help the system understand that the delivery should not be created as there is something wrong because the value is 1. Hence it will stop the creation and instead display whatever message i had passed to the log.
I need to somehow set this variable to 1 based on lot of analysis that has been done in the past.
Please let me know if there is any way by which we can fix this.
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Button w/in movie clip not working
I know this question has been raised before and it usually
just boils down to using the frame #'s and labels. But, even with
that it is not working.
I have a map of the US and when each state is rolled over I
would like a menu to appear - this menu is a list with several
options and all of the options are buttons. I have it set up so
that each state is its own MovieClip and each has an invisible
button over it for the hit area and the menu to appear. (i didn't
want it to be simply when it rolls over the state movie clip
because the hit would be square, covering other states and causing
a mess of pop up menus)
Anyway, the menu pops up fine, but the buttons within do not
work. Any ideas of what I'm doing wrong? Thanks Much!!!!
wi_mc.stop(); // wi_mc is the state movie clip
wi_btn.onRollOver = function(){ //wi_btn is the invisible
button
wi_mc.gotoAndStop(15); //frame 15 is where my menu resides
wi_btn.useHandCursor = false;
wi_mc.onRollOut = function(){
wi_mc.gotoAndStop(1);Alright, I've made adjustments to how I've got it all set up.
I've made the menu it's own swf file, (seeing as how I'm going to
have 48 of them in total I figured it was less messy to have each
as their own file). Anyways... here's the current problem and I'm
hoping someone has a good explaination for why this would be
happening...
on my main file I have 2 invisible buttons - 1 is calling the
movie to load when rolled over and the other is calling the movie
to unload when a roll-out occurs. RollOver works great - fully
functional menu shows up. Roll out, however, is having some issues.
The invisible button is in the same location of the menu, same size
etc. so that when the user rolls away from this the menu should
"unload".
For some reason it's acting as if the hit area for the roll
out is off. I did a trace to find out where it's saying the rollout
areas are and the first is actually when I roll onto it, then only
again when i roll out from the left side of the graphic. I've tried
deleting the button and creating a new one but the same thing is
happening.
Any ideas for a very confused person trying to complete this
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this.createEmptyMovieClip("ExternalSWFHolder",
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var SWFLoader:MovieClipLoader = new MovieClipLoader();
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Greater than or equal symbol not working
Hi,
I cannot get the "greater than or equal to" symbol to display properly. I can get the less than or equal symbol to display by typing Ctrl+q #, and then formatting it as Symbol font.
According to the Character_Sets.pdf FrameMaker Online reference, the greaterequal symbol is Ctrl+q 3, but when I format it as Symbol, FrameMaker displays a box (which looks to me to be a non-printing character).
Any suggestions on how I get a "greater than or equal to" symbol to display?
Thanks,
John B.
FrameMaker 8 (8.0 p277)
Windows XP SP 3Error7103 wrote:
> I cannot get the "greater than or equal to" symbol to display properly.
Try this...
Click in margin.
Format > Characters > Designer...
Character Tag: [ Symbol ]
Family: [ Symbol ]
all else As Is or blank
Commands: New Format...
[*] Store in Catalog
Click in Body Flow A.
Special > Variable...
[Create Variable]
Name: [ char.symbol.greaterequal ]
Definition: [ <Symbol>\xb3 ]
[Add]
[Done]
[Insert]
Advantages:
Avoid frequent arcane typing: you only need to look up the special character entry sequence once per document (if that - we keep these var defs in a separate catalog for ease of application).
Isolates special char encodings for dealing with eventual replacement by native Unicode glyphs and/or ports to platforms lacking legacy Symbol overlay font
Isolates special char renderings for possible changes to font with native >= glyph
Assures text inserted adjacent to symbol will be in native paragraph font, and not Symbol.
Prevents spell checker from needlessly complaining.
Is portable between FM platforms and releases, although \xb3 does appear as Š (cap s caron above) in Windows dialogs.
Disadvantages:
If you apply a Default ¶ Font to the para, the variable is no longer in Symbol font (but this is always the case for variables that use alternate fonts). You have to re-select the var (which may be hard to even see), and re-insert it.
If you highlight the entire para, or just the text containing the var, and apply a new PgfTag, the variable likewise gets de-fonted. It has ever been thus.
You have to search by Variable, and not by special character.
So what do we suppose made this topic so popular that it's got over 1000 Views so far?
I tried these instructions with great anticipation, but alas, it did not work for me.
Maybe it works differently on FrameMaker 9. I even tried making a PDF to see if it just rendered differently on the screen, since you mentioned the display in Windows dialog boxes (even though I was just in the main flow).
See the screenshot below for my results. -
FCP Quicktime movie files not working with iDVD
I have been using iDVD for years with no issues. Now, whenever I export a QT file from FCP 7 and use it in iDVD, I get a blank screen with audio and no video.
I am able to work around the problem by using "Export Using Qucktime Conversion" and creating a smaller file, but I've never had to do that before. What in the world am I missing here? Shouldn't I be able to export as a QT movie, as long as the file is not gigantic? (the most recent one I used and had this problem occur was only about 500mb). Thanks for any help...
BenHmmm,
Well this is helpful information but unfortunately didn't solve my problem. The movie in question is only 5 1/2 minutes long. When I export it as a QT movie, iDVD "acts" like everything is fine; I can preview it within iDVD, etc.But when I burn the disc, it comes out blank. I then went back to FCP and exported it using QT conversion, and the DVD burned just fine. (I exclusively use Taiyo Yuden media and have never had a bad disc).
This is just a simple 16:9 movie, shot at 720/30p on a Canon DSLR. I ingested with Log and Transfer using ProRes422, then dropped it onto the timeline, added a music track, rendered, and exported as Quicktime movie. It looks great on my desktop using the QT player, but it simply will not work in iDVD. Still stuck here...
Ben -
Need dynamic scroller mc to work in main timeline
I have a dynamic image scroller that scrolls right or left following where the mouse is. When you hover over the images, a pop-up box also appears with information.
This scroller works perfectly fine within the mc scene, but once i drag the mc into the main timeline the mc doesn't smoothly scroll right or left. It's jumpy and the infobox doesn't work at all.
How can I get it to work smoothly on the main timeline?the first problem i see is you're repeatedly executing that onMouseMove. use:
//roll over is equal to the function
panel.onRollOver = panelOver;
//when it enters the box, it makes the "scrollPanel" function work
function panelOver() {
this.onEnterFrame = scrollPanel;
delete this.onRollOver;
var b = stroke.getBounds (this);
//makes the panel scroll with the mouse
function scrollPanel () {
if(_xmouse<b.xMin || _xmouse>b.xMax || _ymouse<b.yMin || _ymouse>b.yMax) {
this.onRollOver = panelOver;
delete this.onEnterFrame;
if(panel._x <= -707.8) {
panel._x = -707.8;
if(panel._x >= 332.4) {
panel._x = 332.4;
var xdist = _xmouse - 275;
panel._x += -xdist / 7;
//tip box is set to invisible to not be seen
infobox_mc._visible = false;
var tipInt;
//when rollover on button, tip box will say "blank"
panel.pic1_btn.onRollOver = function () {
mmF();
tipInt = setInterval(showTip, 100, "Piece 1");
panel.pic1_btn.onRollOut = function() {
hideTip();
panel.pic4_btn.onRollOver = function () {
tipInt = setInterval(showTip, 100, "Piece 2");
panel.pic4_btn.onRollOut = function() {
hideTip();
//counts the time that the mouse is over the button
var count = 0;
//clears the text in the textbox and makes the box follow the mouse, and if the count is at 3 then, it appears, otherwise, it adds "1"
function showTip(tiptext) {
if(count == 3) {
clearInterval(tipInt);
count = 0;
infobox_mc.tiptext.text = tiptext;
infobox_mc._x = _root._xmouse+this._x;
infobox_mc._y = _root._ymouse+this._y;
infobox_mc._visible = true;
else {
count++;
function mmF(){
this.onMouseMove = function() {
infobox_mc._x = _root._xmouse+this._x;
infobox_mc._y = _root._ymouse+this._y;
//hides the box when rolled off the button
function hideTip() {
clearInterval(tipInt);
infobox_mc._visible = false;
delete this.onMouseMove; -
Airplay from quicktime movie does not work
I just updated my iPad2 to iOS5 and my ATV2 to the latest version (4.4, I believe). Both are working fine and runnin the new versions.
Then I started Safari on the iPad2, loaded the page with the iPhone 4S presentation and played it. Plays fine on the iPad. Then I select the airplay button and it lets me choose between iPad and Apple TV. Good too. But the Apple Tv fails with a complaint about not being able to play the type of content.
Should this not just work?
Thanks.Thank you. I converted the file to .MOV and it now works on Safari but has not worked on Firefox (have not tried yet on a Windows based machine). At least headed in the right direction. I will also contact 1and1. Thanks again.
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