Reposition Image in Slideshow?

I have a full screen slideshow in my phone layout.  The photo is originally a Horizontal one.  I have the slides set to fill frame proporitional.  I do not like the automatic crop, so how do I select an image and then move it around so that I get the correct position that I want.  I have tried to select the image within the slideshow and then use the "Hand Tool," but it will not let me move the image to the crop that I want! 
I know that it is a simple fix.  I just need to know how to move the image around so that I get the crop that I want!
Kevin

Hi Kevin!
You can try to solve the issue by using this widget
http://www.musegrid.com/adobe-muse-widgets/iframe-builder-pro
Here is the video tutorial
http://www.musegrid.com/adobe-muse-tutorials/how-to-build-a-responsive-design-images-slide r-in-adobe-muse
Best Regards
TaikaJim

Similar Messages

  • Change position images in slideshow

    Hello,
    I am trying to change the position of the images in my slideshow, but I don't know how I can do this.
    Does anyone have an idea?
    Thanks in advance!

    You can resize and reposition both the Hero Image container and the Image inside that (by double-clicking the Hero Image).
    Although your Hero Image size/position is fixed for all the images in slideshow, you can definitely move/resize the actual images inside individually. See if that helps you get it to work for you in the Slideshow itself.
    Else you can always for go the Composition Widget which allows you to place individual target slides in different positions and have different sizes.
    Cheers,
    Vikas

  • How do I import images in slideshow with the caption?

    I imported images in slideshow. but I have to write down in each field the caption of the image. is it possible to import the caption as well?
    thanks for response

    Hi
    I am afraid, its not possible to import "Captions" within Adobe Muse. You need to manually type in caption for each individual image.

  • How to replace images in slideshow?

    I would like to replace images in slideshow, but I can see only ADD option.

    Thanks Parikshit.
    Looks the trick would be to turn on Thumbnails, delete the image and turn it off.

  • Soft images in Slideshow

    When I go to view my images in View>Slideshow they are very soft almost blurred. The thumbnails are fine as are the preview images in Bridge.
    If I left click on the image in slideshow and zoom on the image it becomes sharp, when I right click to zoom back to full image it becomes blurred again.
    This is very annoying as I have used the manual slideshow in CS3 to quickly assess and rate my images with no problems.
    What am I doing wrong?  Please help

    Most of the problems in slide show are realated to the video card or driver.  Make sure you have the latest driver installed.
    If this does not work in advanced preferences click "use software rendering" and see it that solves problem.

  • Blank images in slideshow

    I have just downloaded iphoto 11. I am able to see thumbnail pictures, but am unable to see images in slideshow. I only see blanks. Anyway round the problem?
    Imatong

    Are you able to see the full sized images of those photos in the Event or Photos mode? If not what do you see?
    If you see just a blank window or this image in the window:
    Then try the following:
    If you have the space available on your hard drive and don't aready have a backup copy of the library make a temporary, backup copy (select the library and type Command+D) and apply the two fixes below in order as needed:
    Fix #1
    Launch iPhoto with the Command+Option keys held down and rebuild the library.
    Select the options identified in the screenshot. 
    Fix #2
    Using iPhoto Library Manager  to Rebuild Your iPhoto Library
    Download iPhoto Library Manager and launch.
    Click on the Add Library button, navigate to your Home/Pictures folder and select your iPhoto Library folder.
    Now that the library is listed in the left hand pane of iPLM, click on your library and go to the File ➙ Rebuild Library menu option
    In the next  window name the new library and select the location you want it to be placed.
    Click on the Create button.
    Note: This creates a new library based on the LIbraryData.xml file in the library and will recover Events, Albums, keywords, titles and comments but not books, calendars or slideshows. The original library will be left untouched for further attempts at fixing the problem or in case the rebuilt library is not satisfactory.
    OT

  • Poor quality images on Slideshow

    Hello all,
    I recently downloaded Aperture from the Mac App store - seemed to good a bargain not to and I was already considering upgrading from iPhoto 08.
    I imported all my pictures (along with the captions) into Aperture and created a slideshow from an album. I was quite disappointed to see that the image quality was really poor and very grainy. The photos themselves were fine in the album - but not so in the slideshow.
    I thought this may have been down to importing from iPhoto, so I experimented by adding other images directly into Aperture. The same slideshow quality issue arose. I also possess a MacBook Pro and decided to re-perform the steps described above. The images and slideshow are absolutely fine on my MacBook pro.
    I wish to maintain my photo library on my main iMac and will be very downhearted if Aperture cannot give me the same picture quality on slideshows that I achieved in iPhoto. Can anyone help me figure out why I'm suffering from poor quality images in slideshows on my iMac?
    Thanks in advance,
    Simon.

    Hi Simon,
    Aperture uses the image Preview in Slideshows:
    _About Displaying Sharp Images in Slideshows_
    To display slideshows at the best quality, you should set Aperture to create high-resolution previews. In addition to setting previews to their highest resolution, you should also use full-size previews to prevent upscaling with large displays. If previews are not available, images in the slideshow may not be as sharp as they would be otherwise. For more information about creating high-resolution previews, see Working with Preview Images.
    From the [User Manual|http://documentation.apple.com/en/aperture/usermanual/index.html#chapter=21%26se ction=2]
    What size Previews do you have?

  • Image gallery/slideshow

    Hi,
    i want an slideshow/gallery for my site,
    the perfect one is at http://uk.msn.com/
    it's the first thing you see when you get there.
    I've looked around and can't find a tutorial for it anywhere,
    Does anyone know how this is made
    or can give me a link to a tutorial?
    Thanx

    MSN is probably using something proprietary.  Below you'll find some free slideshow and image gallery solutions that might work for you.
    http://www.1stwebdesigner.com/resources/57-free-image-gallery-slideshow-and-lightbox-solut ions/
    Nancy O.
    Alt-Web Design & Publishing
    Web | Graphics | Print | Media  Specialists
    http://alt-web.com/
    http://twitter.com/altweb
    http://alt-web.blogspot.com

  • Image only slideshow in premiere pro cs5.5

    Hi all,
    Newbe question. I want to create an image only slideshow but not sure how to go about setting this up. All the sequences are set up for use with video (as i would expect).
    I guess what I'm asking is what default sequence settings should I use and what size should I crop my images to before importing them into premeire pro. If it's make any difference i will just be creating video's to go on youtube.
    Thanks in advance
    James

    You're welcome.
    There are 7 more very informative videos on the same page...
    a quick crash course for people who are unfamiliar with some
    of the basic functions that make your editing life much easier.
    Frequently Asked Questions

  • I want to publish slideshow to youtube; every time I export all I see are original images, no slideshow

    I want to publish slideshow to youtube; everytime I export all I see are original images, no slideshow.  I am missing a step here but where?

    Did you press the Export button in the slideshow Album

  • IPhoto rotates images in slideshow even though the thumbnail for that images has the correct orientation.

    This problem seems bizarre to me considering iPhoto 11 has worked with out a hitch since I upgraded from 09 ages ago.  The photos in my album suddenly changed orientation from landscape to portrait and vice versa and sometimes upside down.  I first notice this problem after I tried to click and drag a large number of photos directly from iPhoto to Finder.  I did a Command-A to highlight all the photos from my album and tried to drag them to a folder in Finder.  There are 34,000 photo in this album but only half were copied, (I guess 34,000 items is too much for Lion to copy all at once).  I tried fixing this orientation problem by highlighting all affected photos and selecting "Revert to Original" which fixed the orientation of the thumbnails.  But when you double click on a thumbnail to view the pictures or view the album in a slideshow, some of the pictures still have the incorrect orientation but most were corrected.  Also if I double click on an affected photos to edit it with iPhoto image editor the image suddenly orientates itself correctly.  Then as soon as I close the image editor and view the photo or start a slide show it's displayed with the incorrect orientation again.   How is that possible that all my thumbnails are orientated properly but when I view the photo it's rotated sideways or sometimes rotated upside down?    Any help or insight to my problem would be much appreciated.

    Revereting to original will not fix the problem.  When you invoke that menu option iPhoto will read the file again, see the tag that tells it to rotate the file and will rerotate it. 
    The most reliable way to fix this is to rotate those file before they are imported into iPhoto. Upload from the camera to a folder on the Desktop, rotate those that need rotating, rename if desired and import.  I use Xee for that because it can rotate the file losslessly.
    OT

  • How do I reposition image scroller bar from middle to the right

    I am customising an image thumb scroller. and trying to follow up previously developed code.
    All worked fine until the last moment when thumbnails bar is positioned as if its starting point is in the middle of the screen. I suppose it was developed for the flash screen layout with centered coordinates. My stage probably has them set to the upper left corner.
    I can not make the bar move.
    My stage size is 1024 x 768
    Where do I do my math in the code so the thumbnails will be located in the middle of the screen rather than in its right hand.
    Here are the code snippets responsible for the thumbnails build up:
      const _THUMB_WIDTH:Number = 50;
      const _THUMB_HEIGHT:Number = 64;
      const _IMAGE_WIDTH:Number = 860;//550;original #
      const _IMAGE_HEIGHT:Number = 500;//355;original #
      const _THUMB_GAP:Number = 2;
      const _SCROLL_SPEED:Number = 12;
      const _SCROLL_AREA:Number = 150;
    var _progressBar:MovieClip;
    var _arrowLeft:MovieClip;
    var _arrowRight:MovieClip;
    var _slides:Array;
    var _curSlide:Slide; //Slide that is currently displaying
    var _loadingSlide:Slide; //only used when a Slide is supposed to show but hasn't been fully loaded yet (like if the user clicks "next" many times before all the images have loaded). We keep track of the one that's in the process of loading and should be shown as soon as it finishes, then we set _loadingSlide back to null.
    var _imagesContainer:Sprite; //the Sprite into which the full-size images are placed (this helps manage the stacking order so that the images can always be behind everything else and yet we can addChild() each image so that it shows up on top of the previous one)
    var _thumbnailsContainer:Sprite; //the Sprite into which the thumbnail images are placed. This also allows us to slide them all at the same time.
    var _destScrollX:Number = 0; //destination x value for the _thumbnailsContainer which is used for scrolling it across the bottom. We don't want to use _thumbnailsContainer.x because it could be in the process of tweening, so we keep track of the end/destination value and add/subtract from it when creating our tweens.
    var _minScrollX:Number; //we know the maximum x value for _thumbnailsContainer is 0, but the mimimum value will depend on how many thumbnail images it contains (the total width). We calculate it in the _setupThumbnails() method and store it here for easier/faster scrolling calculations in the _enterFrameHandler()
    _thumbnailsContainer = new Sprite();
    addChild(_thumbnailsContainer);
    //_thumbnailsContainer.x = -550;//moves x position of thumbnails, instead done in line 273 thumbnail.x = curX - 590;
    _thumbnailsContainer.y = _IMAGE_HEIGHT;//moves y position of thumbnails
    _thumbnailsContainer.alpha = 0; //we want alpha 0 initially because we'll fade it in later when the thumbnails load.
    _thumbnailsContainer.visible = false; //ensures nothing is clickable.
    var xmlLoader:XMLLoader = new XMLLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/data.xml", {onComplete:_xmlCompleteHandler});
    xmlLoader.load();
    function _xmlCompleteHandler(event:LoaderEvent):void {
    _slides = [];
    var xml:XML = event.target.content; //the XMLLoader's "content" is the XML that was loaded.
    var imageList:XMLList = xml.image; //In the XML, we have <image /> nodes with all the info we need.
    //loop through each <image /> node and create a Slide object for each.
    for each (var image:XML in imageList) {
    _slides.push( new Slide(image.@name,
    image.@description,
    new ImageLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/thumbnails/appThmb_imgs/" + image.@name + ".jpg",
    name:image.@name + "Thumb",
    width:_THUMB_WIDTH,
    height:_THUMB_HEIGHT,
    //centerRegistration:true,
    //x:260, y:320,//doesn't work here but works in line 69
    scaleMode:"proportionalInside",
    bgColor:0x000000,
    estimatedBytes:13000,
    onFail:_imageFailHandler}),
    //loops through all the thumbnail images and places them in the proper order across the bottom of the screen and adds CLICK_THUMBNAIL listeners.
    function _setupThumbnails():void {
    var l:int = _slides.length;
    var curX:Number = _THUMB_GAP;
    for (var i:int = 0; i < l; i++) {
    var thumbnail:Sprite = _slides[i].thumbnail;
    _thumbnailsContainer.addChild(thumbnail);
    TweenLite.to(thumbnail, 0, {colorTransform:{brightness:0.5}});
    _slides[i].addEventListener(Slide.CLICK_THUMBNAIL, _clickThumbnailHandler, false, 0, true);
    thumbnail.x = curX;
    thumbnail.y = -234;//defines y position of the thumbnails row
    curX += _THUMB_WIDTH + _THUMB_GAP;
    _minScrollX = _IMAGE_WIDTH - curX;
    if (_minScrollX > 0) {
    _minScrollX = 0;
    function _enterFrameHandler(event:Event):void {
    if (_thumbnailsContainer.hitTestPoint(this.stage.mouseX, this.stage.mouseY, false)) {
    if (this.mouseX < _SCROLL_AREA) {
    _destScrollX += ((_SCROLL_AREA - this.mouseX) / _SCROLL_AREA) * _SCROLL_SPEED;
    if (_destScrollX > 0) {  //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number below
    _destScrollX = 0;    //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number above
    TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
    } else if (this.mouseX > _IMAGE_WIDTH - _SCROLL_AREA) {
    _destScrollX -= ((this.mouseX - (_IMAGE_WIDTH - _SCROLL_AREA)) / _SCROLL_AREA) * _SCROLL_SPEED;
    if (_destScrollX < _minScrollX) {
    _destScrollX = _minScrollX;
    TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});

    Hi, thanks for taking a look at my problem.
    I assume that the code was difficult to read due to an unusual line brakes, which somehow I got when pasting on this site.
    Please take a look I am pasting the code anew in it entirety:
    (please let me know if you would like me to separate the areas which I believe give me troubles to address my previously describe problem:
    All worked fine until the last moment when thumbnails bar is positioned as if its starting point is in the middle of the screen. I suppose it was developed for the flash screen layout with centered coordinates. My stage probably has them set to the upper left corner.
    I can not make the bar move.
    My stage size is 1024 x 768
    Where do I do my math in the code so the thumbnails will be located in the middle of the screen rather than in its right hand.)
    (Also wanted to mention that there an external file Slide.as which is not responsible for the construction and positioning of the thumbnails)
              import com.greensock.*;
              import com.greensock.loading.*;
              //import com.greensock.events.LoaderEvent;
              import com.greensock.loading.display.*;
              //import com.greensock.TweenLite;
              import com.greensock.events.LoaderEvent;
              //import com.greensock.loading.ImageLoader;
              //import com.greensock.loading.SWFLoader;
              //import com.greensock.loading.LoaderMax;
              //import com.greensock.loading.XMLLoader;
              import com.greensock.plugins.AutoAlphaPlugin;
              import com.greensock.plugins.ColorTransformPlugin;
              import com.greensock.plugins.GlowFilterPlugin;
              import com.greensock.plugins.BlurFilterPlugin;//i added this filter to blur the progressBar
              import com.greensock.plugins.TweenPlugin;
              import flash.display.MovieClip;
              import flash.display.Sprite;
              import flash.events.Event;
              import flash.events.MouseEvent;
              //public class SlideshowExample extends MovieClip {
                          const _THUMB_WIDTH:Number = 50;
                          const _THUMB_HEIGHT:Number = 64;
                          const _IMAGE_WIDTH:Number = 860;//550;original #
                          const _IMAGE_HEIGHT:Number = 500;//355;original #
                          const _THUMB_GAP:Number = 2;
                          const _SCROLL_SPEED:Number = 12;
                          const _SCROLL_AREA:Number = 150;
                         var _progressBar:MovieClip;
                         var _arrowLeft:MovieClip;
                         var _arrowRight:MovieClip;
                         var _slides:Array;
                         var _curSlide:Slide; //Slide that is currently displaying
                         var _loadingSlide:Slide; //only used when a Slide is supposed to show but hasn't been fully loaded yet (like if the user clicks "next" many times before all the images have loaded). We keep track of the one that's in the process of loading and should be shown as soon as it finishes, then we set _loadingSlide back to null.
                         var _imagesContainer:Sprite; //the Sprite into which the full-size images are placed (this helps manage the stacking order so that the images can always be behind everything else and yet we can addChild() each image so that it shows up on top of the previous one)
                         var _thumbnailsContainer:Sprite; //the Sprite into which the thumbnail images are placed. This also allows us to slide them all at the same time.
                         var _destScrollX:Number = 0; //destination x value for the _thumbnailsContainer which is used for scrolling it across the bottom. We don't want to use _thumbnailsContainer.x because it could be in the process of tweening, so we keep track of the end/destination value and add/subtract from it when creating our tweens.
                         var _minScrollX:Number; //we know the maximum x value for _thumbnailsContainer is 0, but the mimimum value will depend on how many thumbnail images it contains (the total width). We calculate it in the _setupThumbnails() method and store it here for easier/faster scrolling calculations in the _enterFrameHandler()
                         //function SlideshowExample() {
                                  //super();
                                  //activate the plugins that we'll be using so that TweenLite can tween special properties like filters, colorTransform, and do autoAlpha fades.
                                  TweenPlugin.activate([AutoAlphaPlugin, ColorTransformPlugin, GlowFilterPlugin, BlurFilterPlugin]);//i added BlurFilterPlugin at the end
                                  _progressBar = this.getChildByName("progress_mc") as MovieClip;
                                  _arrowLeft = this.getChildByName("arrowLeft_mc") as MovieClip;
                                  _arrowRight = this.getChildByName("arrowRight_mc") as MovieClip;
                                  //////////my additions to make progress bay blurry
                                  TweenLite.to(progress_mc.progressBar_mc.gradientbar_appLoader_mcPopUp_mc, 0, {blurFilter:{blurX:21, blurY:8}});//i added this line to make ProgressBar_mc to blur
                                  TweenLite.to(progress_mc.rectangleGray, 0, {blurFilter:{blurX:21, blurY:8}});//i added this line to make ProgressBar_mc to blur
                                  _arrowLeft.visible = _arrowRight.visible = false;
                                  _imagesContainer = new Sprite();
                                  this.addChildAt(_imagesContainer, 0);
                                  _thumbnailsContainer = new Sprite();
                                  addChild(_thumbnailsContainer);
                                  //_thumbnailsContainer.x = -550;//moves x position of thumbnails, instead done in line 273 thumbnail.x = curX - 590;
                                  _thumbnailsContainer.y = _IMAGE_HEIGHT;//moves y position of thumbnails
                                  _thumbnailsContainer.alpha = 0; //we want alpha 0 initially because we'll fade it in later when the thumbnails load.
                                  _thumbnailsContainer.visible = false; //ensures nothing is clickable.
                                  var xmlLoader:XMLLoader = new XMLLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/data.xml", {onComplete:_xmlCompleteHandler});
                                  xmlLoader.load();
                         function _xmlCompleteHandler(event:LoaderEvent):void {
                                  _slides = [];
                                  var xml:XML = event.target.content; //the XMLLoader's "content" is the XML that was loaded.
                                  var imageList:XMLList = xml.image; //In the XML, we have <image /> nodes with all the info we need.
                                  //loop through each <image /> node and create a Slide object for each.
                                  for each (var image:XML in imageList) {
                                            _slides.push( new Slide(image.@name,
                                                                                                        image.@description,
                                                                                                        new ImageLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/thumbnails/appThmb_imgs/" + image.@name + ".jpg",
                                                                                                                                                          name:image.@na me + "Thumb",
                                                                                                                                                          width:_THUMB_W IDTH,
                                                                                                                                                          height:_THUMB_ HEIGHT,
                                                                                                                                                          //centerRegist ration:true,
                                                                                                                                                          //x:260, y:320,//doesn't work here but works in line 69
                                                                                                                                                          scaleMode:"pro portionalInside",
                                                                                                                                                          bgColor:0x0000 00,
                                                                                                                                                          estimatedBytes :13000,
                                                                                                                                                          onFail:_imageF ailHandler}),
                                                                                                        new SWFLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/images/" + image.@name + ".swf",
                                                                                                                                                  name:image.@name + "Image",
                                                                                                                                                  width:_IMAGE_WIDTH,
                                                                                                                                                  height:_IMAGE_HEIGHT,
                                                                                                                                                  //centerRegistration:true,
                                                                                                                                                  x:-420, y:-260,
                                                                                                                                                  scaleMode:"proportionalInside",
                                                                                                                                                  bgColor:0x000000,
                                                                                                                                                  estimatedBytes:820000,
                                                                                                                                                  onFail:_imageFailHandler})
                                  //now create a LoaderMax queue and populate it with all the thumbnail ImageLoaders as well as the very first full-size ImageLoader. We don't want to show anything until the thumbnails are done loading as well as the first full-size one. After that, we'll create another LoaderMax queue containing the rest of the full-size images that will load silently in the background.
                                  var initialLoadQueue:LoaderMax = new LoaderMax({onComplete:_initialLoadComplete, onProgress:_progressHandler});
                                  for (var i:int = 0; i < _slides.length; i++) {
                                            initialLoadQueue.append( _slides[i].thumbnailLoader );
                                  initialLoadQueue.append(_slides[0].imageLoader); //make sure the very first full-sized image is loaded initially too.
                                  initialLoadQueue.load();
                                  _setupThumbnails();
                         function _initialLoadComplete(event:LoaderEvent):void {
                                  //now that the initial load is complete, fade out the progressBar. autoAlpha will automatically set visible to false once alpha hits 0.
                                  TweenLite.to(_progressBar, 0.5, {autoAlpha:0});
                                  //fade in the thumbnails container
                                  TweenLite.to(_thumbnailsContainer, 1, {autoAlpha:1});
                                  _setupArrows();
                                  //setup the ENTER_FRAME listeners that controls the thumbnail scrolling behavior at the bottom
                                  this.stage.addEventListener(Event.ENTER_FRAME, _enterFrameHandler, false, 0, true);
                                  //now put all the remaining images into a LoaderMax queue that will load them one-at-a-time in the background in the proper order. This can greatly improve the user's experience compared to loading them on demand which forces the user to wait while the next image loads.
                                  var imagesQueue:LoaderMax = new LoaderMax({maxConnections:1});
                                  for (var i:int = 1; i < _slides.length; i++) {
                                            imagesQueue.append( _slides[i].imageLoader );
                                  imagesQueue.load();
                                  //now start the slideshow
                                  _showNext(null);
                        //loops through all the thumbnail images and places them in the proper order across the bottom of the screen and adds CLICK_THUMBNAIL listeners.
                         function _setupThumbnails():void {
                                  var l:int = _slides.length;
                                  var curX:Number = _THUMB_GAP;
                                  for (var i:int = 0; i < l; i++) {
                                            var thumbnail:Sprite = _slides[i].thumbnail;
                                            _thumbnailsContainer.addChild(thumbnail);
                                            TweenLite.to(thumbnail, 0, {colorTransform:{brightness:0.5}});
                                            _slides[i].addEventListener(Slide.CLICK_THUMBNAIL, _clickThumbnailHandler, false, 0, true);
                                            thumbnail.x = curX;
                                            thumbnail.y = -234;//defines y position of the thumbnails row
                                            curX += _THUMB_WIDTH + _THUMB_GAP;
                                  _minScrollX = _IMAGE_WIDTH - curX;
                                  if (_minScrollX > 0) {
                                            _minScrollX = 0;
                         function _setupArrows():void {
                                  _arrowLeft.alpha = _arrowRight.alpha = 0;
                                  _arrowLeft.visible = _arrowRight.visible = true;
                                  _arrowLeft.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
                                  _arrowLeft.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
                                  _arrowLeft.addEventListener(MouseEvent.CLICK, _showPrevious, false, 0, true);
                                  _arrowRight.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
                                  _arrowRight.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
                                  _arrowRight.addEventListener(MouseEvent.CLICK, _showNext, false, 0, true);
                         function _showNext(event:Event=null):void {
                                  //if there's a _loadingSlide we should assume that the next Slide would be AFTER that one. Otherwise just get the one after the _curSlide.
                                  var next:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) + 1 : _slides.indexOf(_curSlide) + 1;
                                  if (next >= _slides.length) {
                                            next = 0;
                                  _requestSlide(_slides[next]);
                         function _showPrevious(event:Event=null):void {
                                  //if there's a _loadingSlide we should assume that the previous Slide would be BEFORE that one. Otherwise just get the one before the _curSlide.
                                  var prev:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) - 1 : _slides.indexOf(_curSlide) - 1;
                                  if (prev < 0) {
                                            prev = _slides.length - 1;
                                  _requestSlide(_slides[prev]);
                         function _requestSlide(slide:Slide):void {
                                  if (slide == _curSlide) {
                                            return;
                                  //kill the delayed calls to _showNext so that we start over again with a 5-second wait time.
                                  TweenLite.killTweensOf(_showNext);
                                  if (_loadingSlide != null) {
                                            _cancelPrioritizedSlide(); //the user must have skipped to another Slide and didn't want to wait for the one that was loading.
                                  //if the requested Slide's full-sized image hasn't loaded yet, we need to show the progress bar and wait for it to load.
                                  if (slide.imageLoader.progress != 1) {
                                            _prioritizeSlide(slide);
                                            return;
                                  //fade the old Slide and make sure it's not highlighted anymore as the current Slide.
                                  if (_curSlide != null) {
                                            TweenLite.to(_curSlide.image, 0.5, {autoAlpha:0});
                                            _curSlide.setShowingStatus(false);
                                  _curSlide = slide;
                                  _imagesContainer.addChild(_curSlide.image); //ensures the image is at the top of the stacking order inside the _imagesContainer
                                  TweenLite.to(_curSlide.image, 0.5, {autoAlpha:1}); //fade the image in and make sure visible is true.
                                  _curSlide.setShowingStatus(true); //adds an outline to the image indicating that it's the currently showing Slide.
                                  TweenLite.delayedCall(5, _showNext); //create a delayedCall that will call _showNext in 5 seconds.
                         function _prioritizeSlide(slide:Slide):void {
                                  TweenLite.to(_progressBar, 0.5, {autoAlpha:1}); //show the progress bar
                                  _loadingSlide = slide;
                                  _loadingSlide.imageLoader.addEventListener(LoaderEvent.PROGRESS, _progressHandler);
                                  _loadingSlide.imageLoader.addEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
                                  _loadingSlide.imageLoader.prioritize(true); //when the loader is prioritized, it will jump to the top of any LoaderMax queues that it belongs to, so if another loader is in the process of loading in that queue, it will be canceled and this new one will take over which maximizes bandwidth utilization. Once the _loadingSlide is done loading, the LoaderMax queue(s) will continue loading the rest of their images normally.
                         function _cancelPrioritizedSlide():void {
                                  TweenLite.to(_progressBar, 0.5, {autoAlpha:0}); //hide the progress bar
                                  _loadingSlide.imageLoader.removeEventListener(LoaderEvent.PROGRESS, _progressHandler);
                                  _loadingSlide.imageLoader.removeEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
                                  _loadingSlide = null;
                         function _completePrioritizedHandler(event:LoaderEvent):void {
                                  var next:Slide = _loadingSlide; //store it in a local variable first because _cancelPrioritizedSlide() will set _loadingSlide to null.
                                  _cancelPrioritizedSlide();
                                  _requestSlide(next);
                         function _progressHandler(event:LoaderEvent):void {
                                  _progressBar.progressBar_mc.scaleX = event.target.progress;
                         function _clickThumbnailHandler(event:Event):void {
                                  _requestSlide(event.target as Slide);
                         function _rollOverArrowHandler(event:Event):void {
                                  TweenLite.to(event.currentTarget, 0.5, {alpha:1});
                         function _rollOutArrowHandler(event:Event):void {
                                  TweenLite.to(event.currentTarget, 0.5, {alpha:0});
                         function _enterFrameHandler(event:Event):void {
                                  if (_thumbnailsContainer.hitTestPoint(this.stage.mouseX, this.stage.mouseY, false)) {
                                            if (this.mouseX < _SCROLL_AREA) {
                                                      _destScrollX += ((_SCROLL_AREA - this.mouseX) / _SCROLL_AREA) * _SCROLL_SPEED;
                                                      if (_destScrollX > 0) {  //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number below
                                                                _destScrollX = 0;    //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number above
                                                      TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
                                            } else if (this.mouseX > _IMAGE_WIDTH - _SCROLL_AREA) {
                                                      _destScrollX -= ((this.mouseX - (_IMAGE_WIDTH - _SCROLL_AREA)) / _SCROLL_AREA) * _SCROLL_SPEED;
                                                      if (_destScrollX < _minScrollX) {
                                                                _destScrollX = _minScrollX;
                                                      TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
                        //if an image fails to load properly, remove it from the slideshow completely including its thumbnail at the bottom.
                         function _imageFailHandler(event:LoaderEvent):void {
                                  var slide:Slide;
                                  var i:int = _slides.length;
                                  while (--i > -1) {
                                            slide = _slides[i];
                                            if (event.target == slide.thumbnailLoader || event.target == slide.imageLoader) {
                                                      slide.dispose();
                                                      _slides.splice(i, 1);
                                                      _setupThumbnails();
                                                      return;

  • How do I edit image viewer slideshow created in CS3, in CS4?

    I apologize for posting this twice...once in a previous post and once here. The reason being...the other post was old (2008) and I'm afraid it might get overlooked. So I thought I'd create a new discussion.
    I created a bunch  of slideshows in CS3 using Insert - Media - Image Viewer. I was looking  for an easy way for my client to update the site themselves. Even  though it creates a Flash element, it is easy for them to go in and  switch out the images. All they do is click on the slideshow box, hit  Window - Tag Inspector and click on the little folder at the side of the  Image URLs' line. Nothing could be simpler. Well...I went in to see my  client to show her how to do this but she has CS4. When I tried to do  the same thing, nothing looked the same. The tag inspector did not have  the same elements in it at all. Does this mean she cannot edit the  slideshows I have created? Ugh...
    If anyone can help  with a work around to this...I'd be very grateful!
    Thanks.
    Pam

    Thanks for your reply via e-mail David. I tried to reply but it's a no reply address so I'm posting here:
    Do you happen to know if my client who has CS4 would be able to open the slideshows I created in CS3 using the method mentioned here:
    http://help.adobe.com/en_US/Bridge/3.0/WSCF044571-2772-4d28-9EBD-2C9F46AF008A.html
    Not having CS4, I can't even play around with it to see. Or will the slideshows have to be recreated in CS4? Has my work in CS3 over the months gone to waste in other words?
    Alternatively, would it be better for us both to purchase a $29 Dreamweaver extension such as the one below, so we could both access the slideshow from CS3 and CS4 at the same time?
    http://www.dwuser.com/flashslideshow/v3/
    I need to keep building the new site using the slideshows while she maintains the old site (no slideshows) until we upload the new site this summer. I don't want to continue building slideshows she cannot access.
    Thanks a lot for your help!
    Pam

  • Black (blank) images in slideshow

    Hi All.
    Bit of a newbie here.
    I have selected a group of images (each thumbnail shows an image) and when I create a slideshow there are numerous images that show up blank.
    Is there anything i can do about this?
    If I hit the spacebar they also show up as blank even though there is a thumbnail image.
    I am accessing the iPhoto database off an external hd due to size limitations on my laptop.
    Thanks in advance!

    I've got an iomega 500GB drive connected with two usb connections (I guess this helps with power?).
    Yep it needs more power than a single USB connection can provide, so one connection is the data connection, the other just takes power from the computer. Not all USB drives are like this. Just the way that one was made / the type of drive inside the enclosure.
    It looks like I have 70 KB available (I know) on the external.
    Eek. This is issue #1.
    Is there a way to check it?!
    Boot to the install disk for your computer and use Disk Utility to check and see how Available space it thinks you have: http://support.apple.com/kb/TS1417
    Also, can I please ask you if there is a sort of "due diligence" maintenance (other than leaving enough room for the library, not disconnecting the external without ejecting it and backing it up) that I need to do for iPhoto?
    Not really. Just keep regular backups and even multiple backups of the library.
    If you have now freed up space on your external drive and the issue is still happening, follow this article and rebuild your iPhoto Library checking off the bottom 3 options: http://support.apple.com/kb/HT2638

  • How to get crisp jpeg images for slideshow on a Mac with Final Cut?

    Hi, I imported a large number of jpegs into Final Cut Pro and when I export to Quicktime Movie (not modifying the sequence size or settings I notice the quality of the jpeg images looks rather washed out and a bit fuzzy. The image dimensions of the jpegs are actually 2848 x 4272 and I was originally using a sequence setting of 720 by 480 (which scaled the images to about 12%). I experimented with doubling the sequence setting to 1440 by 960 and scaled the images to about 25.5% - still a bit washed out look.
    Basically this will be a presentation on a computer and output via projection. Looking for best possible and clearest photos. I experimented with iPhoto and when you play a slideshow it looks very crisp - this is what I am aiming for. When I export using the Slideshow export at the largest size 640 by 480 in iPhoto to quicktime - the quality seriously deteriorates.
    What would be the best way to maintain the crispness of the photos in Final Cut for an export to Quicktime that would be show on a Mac via a projector? Thank you

    Hi Nick, I do see information on creating a slideshow with Quicktime at: http://www.apple.com/quicktime/tutorials/slideshow.html
    however it appears Quicktime X removed that capability. There is no 'open image sequence' option from the File menu in Quicktime X.
    If I do end up sticking with Final Cut - would you recommend any codec and/or dimension size that would result in the best quality or the most crisp image? I also need a few fade in's and out's on various parts - I don't believe I would have the control without Final Cut.
    Would resizing the image files in Photoshop to 1920 pixels by 1280 before importing them into Final Cut result in crisper images? Thanks.

Maybe you are looking for