Non-looping animated gif issue....
Hi, I have an issue with animated gif files where they do not replay correctly when I return to the slide that contains them. They play fine the first time viewed, but not if you return to it. It seems the only way I'm able to keep the gif playing is if I set it to endlessly loop. And if I do that, the animation doesn't start from the beginning when I return to the slide. I just want the animation to start over and play from the beginning once every time I go back to the slide.
My animations were made in Flash and exported as gif animations. I'm using Captivate 7 and my client needs the course to be all HTML5 (no Flash).
Has anyone been able to get a animated gif (not set to loop) to play correctly (meaning from the beginning of it) if you return to the slide after viewing it already?
Thanks,
Dan
Hey Rick, thanks for your reply. I liked you idea and had hope, but I tried this and it had no effect. What I have figured out from testing however is that if I go back 1 to 5 slides and return to the animation slide it doesn't reset and just shows the last slide of the animation only. But if I go back 6 or more it does reset the animation. That's very strange! I tested this several times and got the same result. I wonder if there is a buffer of memory of some sort that drops slide info after 5 slides? Or something stranger?
Similar Messages
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Animated .GIF Issue Need Help
I made an animated gif with a transparent background, saved it for the web with the best quality settings I know of, and the image gets this weird white outline around it. Here's what it looks like on grey background so you can actually see the issue I'm having: http://imgur.com/ujKBJDu
at first I thought it was an anti alias issue with my crappy laptop, but then when I exported it on a high end gaming pc it looked exactly the same. Anyway I need to export this and not end up with this issue so any help is appreciated.When it comes to gif, there is no anti-aliasing. As the transparency has only one shade of grey. The white line is residual from a white background.
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I use Fireworks MX 2004 at work to create animated banners
and I have
come across a problem that I hadn't seen before.
When I create the animated gif in Fireworks the gif displays
perfectly
in Netscape, Mozilla, etc but in IE it has a 1 px slice left
from the
first frame on the other frames.
I tried moving the slice, slicing again, etc to no avail...
I had to use ImageReady to create the animation again using
the
exported gifs from each frame to make it display correctly in
IE.
Has anybody come across this problem and has anybody found a
solution?
Thanks,
FayeCOn Thu, 04 May 2006 14:50:54 +0400, FayeC
<[email protected]> wrote:
> I use Fireworks MX 2004 at work to create animated
banners and I have
> come across a problem that I hadn't seen before.
> When I create the animated gif in Fireworks the gif
displays perfectly
> in Netscape, Mozilla, etc but in IE it has a 1 px slice
left from the
> first frame on the other frames.
> I tried moving the slice, slicing again, etc to no
avail...
> I had to use ImageReady to create the animation again
using the
> exported gifs from each frame to make it display
correctly in IE.
> Has anybody come across this problem and has anybody
found a solution?
Never seen anything like this before. Try to fiddle with
"Auto Crop" and
"Auto Difference" options in "Export Preview". For me, FW
always did
difference perfectly but who knows, maybe the source of the
problem is
here somewhere.
Ilya Razmanov
http://photoshop.msk.ru -
Photoshop plug-in filters -
I've run into an interesting problem and wonder if anyone has an answer for me. I have created an animted gif of a banner ad in photoshop with 3 frames. The banner has been previewed in FF, Safari, and IE 8. For some reason in the IE 8 version the text in the animation seem to be carrying over into the next frame. Almost as if the 1st frame is being ghosted/artifacts into the second frame and so on.
This banner also has been modified to different size and these all work correctly in IE 8 and do not have this ghosting issue. Im trying to figure out if its something I may have changed in Photoshop or its an IE 8 issue. Does anyone else see this issue in IE 8. I can't seem to find a solution.
If anyone has IE 8 can you let me know if you see the same results?
160x600_banner.gifjergerb wrote:
If anyone has IE 8 can you let me know if you see the same results?
This being the Photoshop Macintosh forum, I doubt many users here have IE8, which does not exist for the Mac as far as I know. -
Animated gif issue in IE - files posted
Hi Linda (and others who would like to check this out),
I have posted the files I got from work.
They are at:
http://www.fayec.com/pngtest/animated3.png
http://www.fayec.com/pngtest/animated3.gif
You will see that the gif image plays perfectly in Mozilla
but has the
leftover slice to the right on IE.
The PNG will show that the slize is the same size as the
canvas so no
left space for that pixel to creep in.....
I truly don't understand that one.....
Thanks for any help,
FayeCI don't know why IE will not behave but I found a way to make
it play nice.
On frame 2 create a rectangle that is the same size as the
image, give
it a fill of none and a border of 1 pixel, Hard Line, and
color of
#333333. If you make it totally black IE will misbehave.
alex
FayeC wrote:
> Hi Linda (and others who would like to check this out),
>
> I have posted the files I got from work.
> They are at:
>
http://www.fayec.com/pngtest/animated3.png
>
http://www.fayec.com/pngtest/animated3.gif
>
> You will see that the gif image plays perfectly in
Mozilla but has the
> leftover slice to the right on IE.
> The PNG will show that the slize is the same size as the
canvas so no
> left space for that pixel to creep in.....
> I truly don't understand that one.....
> Thanks for any help,
>
> FayeC -
Non-loop animation not working.
I am developing a video game for my flash class. This code is not working:
public function onEvent(e:Event){
if (constrictMovement){
bear.gotoAndStop("power");
if (bear.bearP.currentFrame >= bear.bearP.totalFrames){ // the biggest error is here?
constrictMovement = false;
bear is already a variable to a "parent" symbol, containing three "child" symbols (each play a different animation)
bearP is the instance name of target symbol within a parent symbol.
constrictMovement is a switch to prevent keyboard input during the event animation is played.
Everything works fine except for this code snippet. The animation should only complete one cycle, instead of repeating. The switch, constrictMovement should break the repeats by turning bear.gotoAndStop("power") off and activating other parts of code with a !constrictMovement.
What am I doing wrong? :/ Any help is appreciated, thanks.I tried using the trace, there was no response from the problem area. Is there a workaround for bear.bearP.currentFrame = bear.bearP.totalFrames? Here is the pasted code, with unnecessary parts omitted, hopefully you will be able to understand the logic better:
package {
import flash.display.MovieClip;
import flash.events.Event;
public class snowBear extends MovieClip {
// Environment & Character Controls
var constrictMovement:Boolean;
// Scene Assets
var bear:bearParent;
var levelFinisher:powerUp;
var cycleOnce:Boolean;
var levelAnnouncer:levelFinished;
var afterlevelFinisher:Boolean;
public function snowBear() {
cycleOnce = true;
bear = new bearParent();
levelFinisher = new powerUp();
levelAnnouncer = new levelFinished;
addChild(bear);
bear.x = stage.stageWidth / 2;
bear.y = stage.stageHeight / 2 + stage.stageHeight * 0.40;
bear.gotoAndStop("idle");
addChild(levelFinisher);
levelFinisher.x = stage.stageWidth * 2;
levelFinisher.y = stage.stageHeight - bear.height * 0.75;
addEventListener(Event.ENTER_FRAME, perFrame);
public function perFrame(e:Event){
if (!constrictMovement){
if (!left && !right){
bear.gotoAndStop("idle");
adjSpeed = 0;
if (levelFinisher && bear.hitTestObject(levelFinisher) && cycleOnce){
constrictMovement = true;
removeChild(levelFinisher);
levelFinisher = null;
cycleOnce = false;
trace("cycle complete");
if (constrictMovement){
bear.gotoAndStop("power");
if (bear.bearP.currentFrame == bear.bearP.totalFrames){
constrictMovement = false;
trace("should function");
if (!cycleOnce){
addChild(levelAnnouncer);
levelAnnouncer.x = stage.stageWidth /2 ;
levelAnnouncer.y = stage.stageHeight * 0.23; -
How do you make an animated gif activate when a corresponding button is selected?
I am working on a DVD menu using Photoshop and Encore. I currently have a map as a background and a gif animation of a radar ping. The radar ping has transparent parts so that it shows up in front of the map it will be placed on. I want the radar ping gif to animate when it is selected, but I cannot make it animate. When I tried to place the animated gif into the DVD, it became a static image with 50 layers, instead of an animation with 50 frames. When I replaced the gif with a static image, it still caused problems because when I made it into one of the button's highlights, the button overlapped the other buttons, causing those to highlight as well.
Summary: Ideally, I want to add various gifs that will activate when the corresponding menu/chapter buttons are selected.
Failing that, I would be happy just to know how to add an animated gif to my DVD menu background.You have two problems. The first is that an animated gif has no special status in DVD authoring. It is an anmiation. How do you get animations into a DVD project? You import them as movies - either as assets that get puit on timelines, or assets that become part of a motion background.
Yes, Encore has a special feature of making animated thumbnails, but this is just a fancy way of putting thumbnail-sized bits of video into a video background of a menu.
I think you resolve the animated gif issue if you convert it to a video format Encore understands.
http://helpx.adobe.com/encore/using/importing-assets.html#supported_file_formats_for_impor t
The second issue is that you want a button highlight to be an animation. Also not part of the DVD spec or what Encore will do. You can fake this, by having a button autoactivate and to go to a different menu that has the animation for that button as part of the background. You create as many menus as you have buttons with that characteristic.
Note that a mouseover won't autoactivate, so this doesn't work on a computer the way solme users would like.
Scripting is a way some authoring applications can handle such things, but Encore does not provide scripting. -
Background to Issue (NOT a PPT or Windows issue even though It will seem like that at first but read on...): I have to make Animated GIFS to be inserted into Powerpoint. I work on a Mac but the PPT presentation will be shown on PCs (non-negotiable, since I can't ask hundreds of sales reps who will be using this to install an outdated version of PPT). I already learned that I need to insert the Gifs while working on a PC or else it won't work). Fair enough- I can put it together on a PC, again not the issue. BUT, when I do THAT, the gifs still wn't animate unless I am in PPT 2002. Fair enough (Microsif going backwards not a surprise) So it won't work in PPT 2003 which is what the users will all have. But I need to get the presentation to them asap! I got a bit further in researching and found out that the solution is that I need to set my "Loop Flag" and "Iteration Settings" appropriately. See this link (http://www.soniacoleman.com/Tutorials/PowerPoint/animated_gifs/gifs.htm)
BUT I am trying to find out if one can do this already somehow in Mac Photoshop 7.0 or Mac Image Ready 7.0, where I made the gif and would prefer to keep making my gifs. Maybe I need to upgrade Image Ready or Pshop to CS? SO THE FINAL QUESTION IS: Is there another way to manual do this without this PC Plug-in?
NOTE: Yes, I know how how to set the loop to "once" or "forever" in Image Ready when I make my Gifs but apparently I need to do this somewhere else...where the iteration setting lives too?There is an ImageAnimator so you may not need to use byte array instead.
ImageAnimator.Animate Method
http://msdn.microsoft.com/en-us/library/system.drawing.imageanimator.animate(v=vs.110).aspx
chanmm
chanmm -
Odd new issue surfaced today - frame animation plays fine when played from timeline but all layers are exported stacked on top of each other for the duration of the whole animation.
I'm able to see that because the layers have transparency.
About animation - 8 frames with in endless loop, imported into a timeline via 'Make Frames from Layers' command in a fly-out menu in the Timeliine window.
Tweens for animation are off, 01.sec delay for all frames
I was able to export animated GIF before, wondering if this issue is tied to the latest update.
Anyone else is experiencing this weird issue?
-thank you
Photoshop CS6 Extended
Windows 7x64 SP1Thank you for your reply!
I check exported GIFs in various browsers and XnView viewer.
It's definitely not a preview issue - i have 32Gb of RAM and Nvidia Quadro 4000 GPU on my system.
I believe the issue is with transparency, because i'm able to export GIFs with solid background just fine
GIF export dialogue window has 'Transparency' checkbox, so it looks like it should be possible to export an animated GIF with transparent background, but for some reason i'm getting all frames at the same time
thank you -
I have a simple Flash animation which I'd like to be made
into a transparent GIF.
When I do the GIF export, only the first frame of my
movieclips (which are placed in the main timeline) get rendered. It
seems like Flash only records the main timeline preview output into
the GIF file, and does not play movieclip objects. You would expect
the GIF recording to be of the same preview as when you hit
ctrl+enter (essentially final playback).
Because of this, the GIF export is pointless. The only way to
use it is to have all your animations occur in the main timeline,
and not within movieclips. It doesn't work for me (and for most
people?), because I need to easily scale my animations, which is
doable by just resizing a movieclip.
Is there a way around this in Flash? Am I missing something?
I've had to use a 3rd-party tool (Magic SWF2GIF) to do the
GIF recording.
My other issue is Flash cannot export transparent GIF's it
seems. Because of this, I have to rely on more 3rd-party GIF tools,
most of which are rubbish.
In the end, I've had to take snap shots of every individual
frame and edit each frame as individual files in Photoshop to do
all the cropping and transparency just right. Real pain when you
are talking 50 frames, and having to do multiple animations.
Is there a way to export transparent GIF's in Flash?
Seems kind of dumb that I have all this high-end software and
loads of tools... and I still have to edit things frame by
frame.Thank you for your reply!
I check exported GIFs in various browsers and XnView viewer.
It's definitely not a preview issue - i have 32Gb of RAM and Nvidia Quadro 4000 GPU on my system.
I believe the issue is with transparency, because i'm able to export GIFs with solid background just fine
GIF export dialogue window has 'Transparency' checkbox, so it looks like it should be possible to export an animated GIF with transparent background, but for some reason i'm getting all frames at the same time
thank you -
Animated GIFs don't loop in exported movies from Keynote 3
I am just getting started with Keynote 3.0 and really like what I have seen. I created a series of slides and pasted animated GIFs in various places. They are set to loop on each slide as Keynote presents the slides. The slide show has preset transition and build timings and there is music playing continuously, throughout the show. It works quite well. (However, there is very intermittent choppy audio and video playback when there are builds or transitions occurring. Any thoughts on optimizing this?)
The problems begin when I ask Keynote to export the slideshow to a movie. The main problem that I am struggling with is that the animated GIFs don't loop in the rendered movie, regardless of which compressor I choose. I don't see anything in the documentation. I have also searched several of the discussions on making movies from Keynote 3 but have not specifically seen animated GIFs discussed. What am I missing here?
Also, I want to be able to play this movie on a DVD player at an upcoming function. Any recommendations for an approach that will be best? I have QT 7 Pro and the iLife '06 suite.
Thanks, in advance, for any forthcoming suggestions.
eMac G4 Mac OS X (10.4.6) 1.25 GHz, 1 GB RAMMy guess is, it's too much of a pain to have to calculate how many times it will actually loop and create the loops and then composite everything. Running it in Keynote just tells the thing to keep playing over and over till you do something that stops it. There's a BIG difference there as one is just being told to play, the other is having to be placed in a movie with an exact number of frames, so there are a bunch of calculations involved.
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I am having major issues importing Animated gif's into Adobe Captivate
Hi everyone
Captivate 7 (64 bit) keeps crashing when i import animate gifs into flash.
It's a serious workflow issue for us as the project requires animated gifs.
I don't have any files to supply for this query as i can't even import gif's into a blank doc.
Has any one found a solution for this issue ?
Adobe ?? Have you got a fix for this bug ?
Thanks in advance
NickHow were the GIF's created? Which version of 7 do you use, you can see the complete version number under Help, About Captivate.
I have been using animated GIF's in 7, they were created with Photoshop. And I know that each frame in the animation has to have a duration that is not 0secs. -
Animated gif looping doesn't work in safari
I made an animated gif through the animation option in Photoshop (used to use Image Ready, but now use photoshop/animation view). Anyway, it is a super simple gif with eight frames set to loop twice. When saved and then put into an HTML page, it loops twice on a PC using IE, and on a Mac, it plays correctly using Firefox, but in Safari it only plays once. As an experiment, I set it to play once and it "behaves" correctly on all browsers. Similarly, if I set it to play "forever" -- it behaves as expected on all browsers. BUT, any choice of number of loops cause inconsistency. In Safari, it always plays one less time than it was "programmed" to play. Does anybody have any advice on this?
Thanks.I believe there is a way to have two versions of say the gif run the main one and one with three lops and tell you server not to load the first one if it detects safari but to load the second one with the right argument.
Or try the new Safari 4 just released today. -
Animated .gif won't loop a specified amount of times
I created an animated .gif in photoshop and set it to loop twice. It works fine in every other browser except firefox. Here is a test example:
http://elliottkirby.com/test/
The box is set to animate across twice. Any thoughts? I tested setting it to loop "forever" and it works in FF...however the ad I'm creating has a loop time limit. I checked my config settings and image animation is set to normal. Thanks!From what I understand of your problem;
- You have made your own animated gifs
- With the software to make these gifs you have set them to loop their animations 3 times
- They loop continuously
I don't see how java can be expected to interpret the animated gif software instructions to loop only 3 times and would assume that there are various proprietry ways of setting this (an assumption based on applets /javascript etc, that rely on the client-side browser interpreter). So, if you loop your animated gif or have any form of animated gif that you import into your program with getDocumentBase /getCodeBase as a (pre-animated) gif, then this is exactly what I would assume would happen.
The answer is to seperate your images with eg;-
smiley1[0];
smiley1[1];
smiley1[2];
run a seperate thread, cycle through them as you wish and stop.
I'm fairly sure that there is nothing in either the swing libraries or the jmf libraries that can resolve this any other way, so your choices are write extra code and have a pool of threads to control this, or leave it as is. -
Animated Gif won't stop looping!
I'll try to format my question as best I can.
I have created a Java chat applet, and for the Java chat, I have created a "ChatPane" class for displaying the chat. ChatPane is an extension of Canvas, and every time the paint() method is called, the program loops through visible lines of text drawing them on a buffer image, then draws the buffer on the screen.
My problem lies in animated gifs. In my chatroom, chatters can type textual symbols that will be replaced with an image (or emoticon). I have created my animated icons in a popular animated gif editing program, and I have set particular icons to loop 3 times. The problem is that when the animated icon is displayed in my applet, the animation -doesn't stop- after 3 loops, it loops forever! I can't for the life of me figure out why! Can anyone provide any insight as to why the animations won't stop after 3 loops? The animations work just fine if displayed in a browser by themselves (they stop looping after 3 times)
Thank you for any help!
[email protected]
Tony N.From what I understand of your problem;
- You have made your own animated gifs
- With the software to make these gifs you have set them to loop their animations 3 times
- They loop continuously
I don't see how java can be expected to interpret the animated gif software instructions to loop only 3 times and would assume that there are various proprietry ways of setting this (an assumption based on applets /javascript etc, that rely on the client-side browser interpreter). So, if you loop your animated gif or have any form of animated gif that you import into your program with getDocumentBase /getCodeBase as a (pre-animated) gif, then this is exactly what I would assume would happen.
The answer is to seperate your images with eg;-
smiley1[0];
smiley1[1];
smiley1[2];
run a seperate thread, cycle through them as you wish and stop.
I'm fairly sure that there is nothing in either the swing libraries or the jmf libraries that can resolve this any other way, so your choices are write extra code and have a pool of threads to control this, or leave it as is.
Maybe you are looking for
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