Prelude Help | Ingesting movie clips
This question was posted in response to the following article: http://helpx.adobe.com/prelude/using/prelude-projects.html
Regarding the Help section: Ingest Movie Clips, step #4 (partial ingest). It says: "When using this feature, ensure that you enable the Transcode option. Transcoding is required for partial ingest."
On the other hand, in the video "Introduction to Prelude CS6," Jason Levine says that if you choose to transfer a clip with In and Out points set in the Ingest dialog box, it uses "references." Meaning, presumably, that the entire file is transferred but will show up as a subclip (or the equivalent) in the Project panel.
I'm guessing Jason misspoke. Nevertheless, confusion arises because you can set In and Out points in the Ingest dialog box, leave the Transcode check box unchecked, and then choose Ingest. No message will alert you that your In and Out points will be ignored and the entire clip will be transferred to the new folder location.
Correct?
Jeff
Similar Messages
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Prelude Help | Logging movie clips
strJiveDescriptionhttp://helpx.adobe.com/prelude/using/prelude-logging-video.html
Hi Wes,
Thanks for your further clarification.
Regarding point 2. I was asking if non-Adobe products can display the marker metadata. I understand that Prelude and P Pro will display the markers. But do Prelude/P Pro markers show up in Vegas Video or FCP if you import those files directly from the Prelude ingest/transfer folder?
Do Prelude markers show up in P Pro only if you send the media files from Prelude or open a project exported from Prelude, as opposed to importing media files from the folder into which they were ingested/transferred by Prelude? From what I've seen, if you import media files into P Pro from the ingest/transfer folder, the only marker metadata that comes with that imported file is the Speech Transcription marker text. Comment and other markers do not show up in P Pro.
Are some Prelude marker metadata stored in the Prelude project file?
Regarding point 3. I know I can view XMP file data using a text editor. But I'm wondering how to view Prelude marker data embedded within a media file. No text editor I know of can extract XMP data or Prelude marker data from a media file. I know I can view embedded XMP metadata in Bridge, P Pro and Prelude. And as you've explained, if I export a Prelude project as a Final Cut Pro XML file, Prelude markers are converted to FCP markers. But Prelude markers are not "static" metadata so they don't show up in the standard Metadata panel (except for the Speech Transcription marker text). So, is there a way to view that information outside of Adobe video editing products?
Regarding point 4. My mistake was looking at the XMP file in the original MTS file location, not in the folder to which it was transferred by Prelude. In fact, there is an XMP file in the transfer folder with the newly created Prelude marker data in it. Thank you for clearing that up.
Jeff -
Urgent Need of Help Playing Movie Clips
I'm a complete noob when it comes to AS. I know basic things like stop(); and gotoAndPlay.
Here's my dilemma.
Dearest Professor has given us a task of creating a website in Flash. You need to have 15 links, or 15 pages. He states that you can only go frame by frame on the main timeline with no tweening spaces in between. So I'm virtually creating all of my animations in symbols.
This isnt such a problem... I created a short introduction title video in Flash using a Movie Clip Symbol... placed it on the main timeline on the first page, and then called ActionScript to play the video.
Here's the problem... So.... the movie will play, but it will continuously loop... I've tried putting stop(); on the home page, under the AS... I'm just completely lost on how to get this to play the short clip and go straight to the home page... Could someone PLEASE, direct me on how to do this and give me an explanation as to why this way is the way it is... I would very much like to understand how it works.
Thanks
The Flash NoobThanks Rob!
I did what you suggested but I think I may have messed it up...
Here's the output error I have going on right now.
TypeError: Error #1034: Type Coercion failed: cannot convert flash_website_template2_fla::MainTimeline@7fff0d7aea1 to openingtodogwood.
at openingtodogwood/frame9()[openingtodogwood::frame9:3]
In the end of the timeline of the movie clip I put this:
stop();
openingtodogwood(parent).play();
I think that might be wrong but I'm unsure on what I should have really put. I was also reading that having the name of the movie clip the same as the class in the properties panels is not a good idea?
Thank you so much for your help! -
Flash Newbie needs help with Movie Clips/Action Scripting
Hi -
I'm having a problem with my movie clips playing
simultaneously and cannot, for the life of me, figure out what I
have done wrong. I'm new to flash, so I may have set something up
incorrectly, but here's what I have so far:
11 layers, total: 1 layer with 10 control buttons, each
button with the following actionscript:
on (release) {
gotoAndPlay(85);
Where the number changes in relation to which keyframe the
next movie is on.
I have 10 movies, total, but they are only movie clips,
essentially photo slide shows with audio, made all in the library.
The problem happens when I click on the second or third
button. Not only does the movie that I have selected begin to play,
but all of the previous clips do as well, so it all sounds quite
garbled. I don't know what I am missing in the action script, as my
Action Layer has a stop command on it at each keyframe where there
is a new clip to play.
I have tried to add a stopAllSounds command, but I'm afraid
that doesn't do anything because it is not a "sound file" per se,
playing in the timeline.
I'm at the end of my rope and really need some help in
figuring this one out. My project is hanging in the balance on
this, as I have scripted everything else correctly and it runs
beautifully.
Please help!
Thanks,
CarolineEach layer has a blank keyframe before and after each
movieclip. Each movie clip is at a different frame. Even with the
blank keyframes added, the second video starts to play and then the
first video begins to play. Same happens if I click on the third
button. Third plays, and starts 1st and 2nd shortly thereafter. Is
there an action script I can put in that will tell the timeline
that, when a button is clicked, no matter where the movieclip is,
it will stop and start the newly selected movieclip? -
Hi -
I'm having a problem with my movie clips playing
simultaneously and cannot, for the life of me, figure out what I
have done wrong. I'm new to flash, so I may have set something up
incorrectly, but here's what I have so far:
11 layers, total: 1 layer with 10 control buttons, each
button with the following actionscript:
on (release) {
gotoAndPlay(85);
Where the number changes in relation to which keyframe the
next movie is on.
I have 10 movies, total, but they are only movie clips,
essentially photo slide shows with audio, made all in the library.
The problem happens when I click on a the second or third
button. Not only does the movie that I have selected begin to play,
but all of the previous clips do as well, so it all sounds quite
garbled. I don't know what I am missing in the action script, as my
Action Layer has a stop command on it at each keyframe where there
is a new clip to play.
I have tried to add a stopAllSounds command, but I'm afraid
that doesn't do anything because it is not a "sound file" per se,
playing in the timeline.
I'm at the end of my rope and really need some help in
figuring this one out. My project is hanging in the balance on
this, as I have scripted everything else correctly and it runs
beautifully.
Please help!
Thanks,
CarolineThey do not have to be on the same layer, but they should not
exist on the timeline for the entire movie, just where they are
necessary.
Lets say you have three movieclips ten frames apart on the
timeline. Mc1 (movieclip1) is on frame 1, Mc2 is on frame 11, and
Mc3 is on frame 21. Mc1 should only be on the timeline from frame
1-10, then it should not exist on frame 11. This way if you jump to
frame 11 only Mc2 will play, because Mc1 isn't on the timeline
anymore.
They do not have to be on the same layer.
It may help if you email me the file. My address is on my
name on the lefthand side of this forum post. -
Noob help: Triggering Movie Clips with Buttons
Hi guys,
I'm taking an intro Flash and Action Script class and for my final I need to create a portfolio project that contains 5 unique buttons that trigger 5 unique movie clips. I'm having a hard time with this. I've been able to trigger the 1st movie clip with the first button (although I can't stop it) but I can't trigger any ohter movies with any other buttons.
Here's my code:
stop();
chuck1_btn.addEventListener(MouseEvent.CLICK, playMovie);
function playMovie(event:MouseEvent):void
spaceship_mc.play();
chuck2_btn.addEventListener(MouseEvent.CLICK,playSaucers);
function playSaucers(event:MouseEvent):void
saucers_mc.play();
Nothing happens when I click on chuck2_btn when I test the movie. I think I need to create a variable or class but I'm not sure. I'm a super noob with this stuff. Any thoughts? Thanks!
RickYou should learn how to use the Help documentation to find answers like how to use the visible property. For the code you showed earlier, here's what you can try in frame 1 to replace it.
stop();
spaceship_mc.visible = false;
saucers_mc.visible = false;
slideshow_mc.visible = false;
chuck1_btn.addEventListener(MouseEvent.CLICK, playMovie);
function playMovie(event:MouseEvent):void
spaceship_mc.visible = true;
saucers_mc.visible = false;
slideshow_mc.visible = false;
spaceship_mc.play();
chuck2_btn.addEventListener(MouseEvent.CLICK,playSaucers);
function playSaucers(event:MouseEvent):void
spaceship_mc.visible = false;
saucers_mc.visible = true;
slideshow_mc.visible = false;
saucers_mc.play();
etc...
It could be refined, like having a function that hides everything and using that every time before making the one you need to show visible. You might find it necessary to include telling the movies to gotoAndStop(1) as well.
That's about as generous as I'm going to get. It's important that you learn things, and handing you a solution isn't going to help do that. -
Just learning...help on movie clip buttons
I've tried tons of tutorials and i cant seem to get my movie
clip button to work when i put the mouse over the button.
i have included a screen shot of my time line and code.
Layer 10 frame 1 is where all the script is.
"actions" layer has my "stop" codes in frames 1 and 20
time
line and code
Thanks for your help.ok if i change "home" to "this" in my code, do i also have to
change my instance name for my button layer from "home" to "this"
as well?
and how do I cast e.currentTarget as a movie clip?
sorry this is only my 3rd day playing around with Flash.
Thanks! -
hi ive created a movieclip of camera flash - white screen that fades at the end of it i want it to make itself invisiable so i could press the buttons under it how can i do CAMflash.visible = false; (CAMflash is the name of the mc) from inside the movie clip
To make the mc turn itself invisible from inside you can use...
visible = false; -
Help with smooth scrolling (masked movie clip)
Ok, I really need help here, and I'll be very grateful for
help before Monday.
Someone has made a movie with a different set of text on each
frame, the text goes out of the viewable area.
I have been asked to make these frames appear in a pop-up on
another flash and be scrollable.
i thought this would be easy...just cut and paste them into a
movie clip, then using a mask to hide the rest of the text.
However, it is going painstakingly slow.
Seems to be a performance issue, but it might be my code.
Any help with the code, or optimisation elsewhere would be
helpfully.
Heres a simplified version of the flash;
www.darkflame.co.uk/flashwork/Flash_popuptest.fla
Code for the scrolling;
_global.MoveUp = function(text) {
_root.ITproduct.IT_productlist._y =
_root.ITproduct.IT_productlist._y+6;
updateAfterEvent();
//trace('press');
Called and stopped by;
on (press){
//this._parent.IT_productlist._y =
this._parent.IT_productlist._y +10;
//_global.scrollon = "yes";
clearInterval(IntervalID);
IntervalID = setInterval(MoveUp,100);
updateAfterEvent()
//updateAfterEvent();
//MoveUp();
//scroll on
on (release) {
//this._parent.IT_productlist._y =
this._parent.IT_productlist._y +10;
clearInterval(IntervalID);
updateAfterEvent();
//scroll off
which is linked to a button.
I dont know if this is a actionscript problem, or the way the
page is made, or both.
Any help would be appreciated.
Thanks in advance,
Thomas Wrobelyou have extraneous graphics on-stage that are slowing the
scrolling (and even causing problems in the authoring environment).
here's your file with those graphics removed:
http://www.gladstien.com/Files.popupTest.fla -
Movie Clips/buttons HELP!!
I have 4 movie clips on a stage that are supposed to act as
buttons(About, Resume, Work, Contact) When I roll over one movie I
want the movie to play and stay on the screen. When the user goes
to the next button and clicks and releases I want the previous
movie clip that was on stage to disappear. I have tried with
success with this code on the main stage but it only works for
rollovers. I want releases. Here is the code.....
b1. onRollOver = over;
b1. onRollOut = out;
b2. onRollOver = over;
b2. onRollOut = out;
b3. onRollOver = over;
b3. onRollOut = out;
b4. onRollOver = over;
b4. onRollOut = out;
b5. onRollOver = over;
b5. onRollOut = out;
function over() {
this. gotoAndPlay(2);
function out() {
this. gotoAndPlay(3);
Any help is appreciated!!Assuming that frame 1 is the "hidden" state for the clips,
just change the code as follows:
// add a variable to the root timeline
var currentClip;
// add function
function click() {
this._root.currentClip.gotoAndPlay(1);
this._root.currentClip = this;
// add code to buttons
b1.onRelease = click;
b2.onRelease = click;
// and so on...
if frame one is not the hidden state, just change the first
line of the click() function:
this._root.currentClip._alpha = 0;
// then change the over() function
function over() {
this._alpha = 100;
this.gotoAndPlay(2);
Hope this helps,
Albee -
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
-
Deadline: 22 May 08H00 Help ME Please Scrolling a movie clip from the Centre
Hi
It has been a while since I have been here I am in need for
some serious help, I am so frustrated.
What I want to do is pretty simple, I am building a DJ
website and the navigation is a pitch controller, similar to what
they have on a mixing board anyway, when you drag the pitch
controller I need the movie clip symbol to scroll either up and
down, so technically the pitch controller will have to start from
the center, but I have no idea what I am doing.
I have been going through tutorials for 15 hours but all they
show you is how to create a normal scroller that starts at the top
and srolls down. I am in desprite need as I have a deadline to meet
for tomorrow morning. HELPok this is the code I got from a tutorial that i was woking
from, but I dont really understand it in detail what I do know is I
dont need the arror buttons in this code becuase all I need is a
the scroller.
scrolling = function () {
var scrollHeight:Number = scrollTrack._height;
var contentHeight:Number = contentMain._height;
var scrollFaceHeight:Number = scrollFace._height;
var maskHeight:Number = maskedView._height;
var initPosition:Number = scrollFace._y=scrollTrack._y;
var initContentPos:Number = contentMain._y;
var finalContentPos:Number =
maskHeight-contentHeight+initContentPos;
var left:Number = scrollTrack._x;
var top:Number = scrollTrack._y;
var right:Number = scrollTrack._x;
var bottom:Number =
scrollTrack._height-scrollFaceHeight+scrollTrack._y;
var dy:Number = 0;
var speed:Number = 10;
var moveVal:Number =
(contentHeight-maskHeight)/(scrollHeight-scrollFaceHeight);
scrollFace.onPress = function() {
var currPos:Number = this._y;
startDrag(this, false, left, top, right, bottom);
this.onMouseMove = function() {
dy = Math.abs(initPosition-this._y);
contentMain._y = Math.round(dy*-1*moveVal+initContentPos);
scrollFace.onMouseUp = function() {
stopDrag();
delete this.onMouseMove;
btnUp.onPress = function() {
this.onEnterFrame = function() {
if (contentMain._y+speed<maskedView._y) {
if (scrollFace._y<=top) {
scrollFace._y = top;
} else {
scrollFace._y -= speed/moveVal;
contentMain._y += speed;
} else {
scrollFace._y = top;
contentMain._y = maskedView._y;
delete this.onEnterFrame;
btnUp.onDragOut = function() {
delete this.onEnterFrame;
btnUp.onRelease = function() {
delete this.onEnterFrame;
btnDown.onPress = function() {
this.onEnterFrame = function() {
if (contentMain._y-speed>finalContentPos) {
if (scrollFace._y>=bottom) {
scrollFace._y = bottom;
} else {
scrollFace._y += speed/moveVal;
contentMain._y -= speed;
} else {
scrollFace._y = bottom;
contentMain._y = finalContentPos;
delete this.onEnterFrame;
btnDown.onRelease = function() {
delete this.onEnterFrame;
btnDown.onDragOut = function() {
delete this.onEnterFrame;
if (contentHeight<maskHeight) {
scrollFace._visible = false;
btnUp.enabled = false;
btnDown.enabled = false;
} else {
scrollFace._visible = true;
btnUp.enabled = true;
btnDown.enabled = true;
scrolling(); -
Urgent Flash help needed; Using Movie Clip Objects
Hello,
I am currently trying to design a small flash movie.
I have a "Movie Clip" object (a short animation) that i wish to act like a static object until a certain frame on the main Timeline.
Then i want it to play out, at it's own pace, just like normal, until it finishes (no looping)...
What do i need to put into, and where do i put it?
So in short, frame 30 of the main animation triggers the clip, whilst the main animation still runs...
I know very, very minimal AS3... so please, can someone help me?
A lot of solutions suggest a button, but I don't want to use a button, as it's not interactive - just a movie.
i just want the damn movie clip to play in the damn movie when it reaches frame 30! it shouldn't be that hard..There is most likely no need for any code. And most likely no need for a movieclip even.
It sounds like you would need a graphic symbol. (You can convert it in the library or you can just change the instance you have placed on stage.)
First select the symbol on its first keyframe and on the properties panel select the looping options and tell it single frame, first 1.
Then move along your timeline to where you want the animation to start playing. Add a keyframe. Now select Once, first 1.
Now it will start playing, you will be able to see it play as you scrub the timeline.
If you use movieclips and code for this, you won't be able to see them play together as you scrub the timeline. -
There is a little camera icon on a movie clip when I try to import it to iMovie from my iPad. I have reimported several times with the same result. When I disconnect the iPad I can no longer view the clip. Help!
Hi eawaters,
If you are having issues importing video from your iPad to your Mac for use in iMovie, you may find the following article helpful:
iOS: Import personal photos and videos from iOS devices to your computer
http://support.apple.com/kb/ht4083
Regards,
- Brenden -
Please help! first website! movie clip placed on main timeline wont play!
Hi! if any one could please help me it would be greatly
appreciated!
So im trying to make my first website in flash and ive ran
into a problem. I have the main movie, my main time line. I have a
few animations going on in this that were all created in that main
time line. those work fine. however, i created two new movie clips
(still inside the same .fla file) and animated them with thier own
time line. I then thought you could just drag and drop these movie
clips onto your main time line and they would play inside the
movie. but when i press ctrl + enter, the dont play!
here are some points of intrest.
my main movie (the main time line) is 130 frames.
the movie clips i made inside the same .fla file are between
400 and 600 frames.
i placed both new movie clips on the 130th frame in the time
line with their own layers.
also there is a layer for actions on the 130th that has
stop();
i thought that maybe the time line had to be as long as those
movie clips i created and so i extended it but they still didnt
play.
im thinking action script is involved? please help me im
getting pretty frustrated and im sure there is something simple to
achieve this.
here is a link where you can download the source files im
using. if you open the file the two movie clips i created are
called front two and front one and are layers with the same name.
this board wont let me fully post my link cause the last word
in it is s*h*i*t* so youll have to type it in your browser. its
http://public.me.com/matts*h*i*t*
(just remove the asterisks)
also i noticed that my file is huge. i used photoshop to
create everything and them imported it into flash. is there a way i
can reduce this size?
thank you sooo much! please help!
-MattHey Matt,
I'll take a look at your file, but as a general rule, a
movieclip's timeline plays automatically when it is first
instantiated. Instatiated means its first frame where "it exists"
on the timeline that contains it. So the layer that holds your
movieclip animation, needs to extend the length of the timeline you
want that movieclip to "exist". Other than that rule, the frames
don't NEED to match the frames inside said movieclip.
So, if movieclips play automatically, and yours isn't, there
must be something either stopping the movieclips timeline, or your
movieclip isn't existing on the timeline because the layer that
holds it, doesn't have keyframes the length you need it to.
Yeah optimizing your sprites (2d graphical elements), and
using vector when you need to (if you don't know the difference
between raster and vector, google it) will significantly lower your
outputted .swf file size.
Edit: After looking at your file, your movieclips are not
playing (well, they're technically playing, just not showing up)
because your masker layer has multiple objects on it. A masker
layer (not to be confused with the maskee layer, the layer being
masked) needs to have only one object on it, or else you break the
mask. The grey border of your mask movieclip needs to be deleted
before your animation will play.
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