Size of each movie clip.

I downloaded my still camera, records movies also, in to a computer using iphoto5 and the movie clips over 1 mim did not download. The computer with iphoto6 all of the movie clips downloaded. Is ther a max that a movie clip can be ? I am using a 1 GB camera chip.
IMAC   Mac OS X (10.4.6)  

Hi RBALLBOB,
I use Image Capture instead...When iPhoto 5 first came out I really think it was programmed to import the smaller 30 sec video clips that cameras were taking at the time. Since then, digital cameras, at least my Canon S2 can take clips as large as your memory card can hold. The first time I tried to download my images and movie clips with my new camera, iPhoto stalled at the movie clips. I wasn't going to take any chances messing up my iPhoto Library so I started using Image Capture to download all my images and Movie clips. I actually like doing it this way a lot better. My movie clips are downloaded into my Movies folder where I then put them in a dated folder.
My photos are downloaded into my Pictures folder, where I then put them in a dated folder. I import the dated folder into iPhoto. I also keep all dated folders from photo downloads in the Pictures folder till I get enough Movie folders and Photo folders to fill a DVD. I burn them and then delete them from the hard drive.
This way I have the photos in iPhoto and I also have just the photos backed up to DVD.
The Movies I keep on the hard drive in their dated folders until I use all the clips for my iMovie projects for the Year. I then make sure they are all burned to DVD, then I delete those from my hard drive.
Using Image Capture to download images and video clips:
Open up Image Capture which is found in the Applications folder.
When it is opened, go to Image Capture/Preferences
Under the General button choose
Camera: When a camera is connected, open Image Capture.
The next time you connect your camera Image Capture will open.
In the window that opens you will see an Options button. Click on that button to set your options.
To find out more about Image Capture (it can do a lot more) Click on Help in the menu bar when Image Capture is open.
iPhoto: How to Change the "Open Automatically" Preference
If you find you can't change any of Image Captures preferences or can't access any drop down menus or they are greyed out, check to make sure Image Capture is loose in the Applications folder and not within a sub folder.

Similar Messages

  • Size of  a movie Clip ?

    I have no idea how to explain this, but i will try my best. I
    have a long list of text that sits in a scroll bar on the right on
    my page and the problem is that now the list is bigger then the
    editable space the movie clip allows me to see. i have to grab the
    whole list and move it up and down so i can edit text cut off by
    the bottom of the screen. does this make sense? Is there a way to
    make the white space, editable space, of a movie clip larger. Note:
    enlarging the size of the files, master background, background does
    nothing to adjust the movie clip height and width for more editing
    space.

    Are you aware of View > Pasteboard? If so, then maybe try
    scaling the MC to 50% - editing it and
    then scaling it back to 100% when done?
    Chris Georgenes / mudbubble.com / keyframer.com / Adobe
    Community Expert
    PAI_T-Bone wrote:
    > I have no idea how to explain this, but i will try my
    best. I have a long list
    > of text that sits in a scroll bar on the right on my
    page and the problem is
    > that now the list is bigger then the editable space the
    movie clip allows me to
    > see. i have to grab the whole list and move it up and
    down so i can edit text
    > cut off by the bottom of the screen. does this make
    sense? Is there a way to
    > make the white space, editable space, of a movie clip
    larger. Note: enlarging
    > the size of the files, master background, background
    does nothing to adjust
    > the movie clip height and width for more editing space.
    >

  • Error 1034: Converting movie clip to instance of a custom object?

    I have several movie clips on the stage that each have unique instance names.
    I need to instantiate them as instances of a custom class I have created. This is giving me an error, and I know I'm probably missing some simple concept somewhere, doing something wrong, but I don't know what it is.
    Here is my code:
    In the main timeline, I have (simplified):
    var puzzleAL:GeoGroup = new GeoGroup ("AL", "Alabama", 1, false);
    puzzleAL.addEventListener(TouchEvent.TOUCH_BEGIN, geoTouchBeginHandler);
    function geoTouchBeginHandler (e:TouchEvent): void {
        e.target.gotoAndStop("Over");
        nameDisplay.gotoAndStop(e.target.abbrev);
        e.target.addEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
    function geoTouchEndHandler (e:TouchEvent): void {
        if (e.target.lock == false) {
            e.target.gotoAndStop("Off");
        else if (e.target.lock == true) {
            e.target.gotoAndStop("Lock");
        nameDisplay.gotoAndStop("USA");
        e.target.removeEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
    It throws an error before the object is ever instantiated. It compiles, but at runtime I get:
    TypeError: Error #1034: Type Coercion failed: cannot convert Puzzleography_fla::Alaska_2@da0a0f9 to GeoGroup.
         at flash.display::MovieClip/gotoAndStop()
         at Puzzleography_fla::MainTimeline/goToFrame()
    My class code looks like this, if it matters:
    package  {
        import flash.display.MovieClip;
        public class GeoGroup extends MovieClip {
            public var abbrev:String;
            public var fullName:String;
            public var assignedOrder:Number;
            public var lock:Boolean;
            public function GeoGroup(abbrev:String, fullName:String, assignedOrder:Number, lock:Boolean) {
                this.abbrev = abbrev;
                this.fullName = fullName;
                this.assignedOrder = assignedOrder;
                this.lock = lock;
    I'm missing something obvious, I know it, but I'm new to OOP, switching from procedural, so I'm sure I'm getting a concept wrong somewhere.
    Thanks so much!
    Amber

    yes, it makes sense and yes, you'll need to learn a little.
    I have 50 movie clips not linked to any actionscript in the movie.
    that's incorrect.  those movieclips are linked to all the actionscript that applies to their class.  so, even if those movieclips weren't part of the GeoClass, they still have all the properties, methods and events of the movieclip class (created by adobe developers).
    The fact these movieclips are actually GeoGroup objects extending the movieclip class, adds even more code to them.  and, so far that's all good and exactly what you should do.
    They are all on the stage. They are all named with their instance names "puzzleAZ" "puzzleTX" etc.
    no problem, usually.  (but in your case, a problem explained below.)
    I want to be able to add variables to them, such as strings and numbers, so that I can call puzzleAZ.size or puzzleAZ.fullName to get "XX Acres" or "Arizona" returned.
    so, in programming lingo you want your objects to be members of a dynamic (ie, you can add properties) class.  the movieclip class is just such a class.
    I created a separate class (GeoGroup) that extends MovieClip that has in it all the variables I need and tried to assign each movie clip to that class.
    here's the problem.  when you created your GeoGroup class you mandated that certain parameters be passed to the constructor.  when you add a class member (like each of those puzzle pieces) to the stage, the class constructor is invoked (along with everything else in that class).  However, no parameters are passed to your constructor so the flash compiler points out the issue and refuses to run your code.
    there are two ways you could proceed:
    1.  remove the parameters from the constructor
    2.  don't add any class members to the stage in the authoring environment.
    p.s.  this is your GeoGroup constructor:
          public function GeoGroup(abbrev:String, fullName:String, assignedOrder:Number, lock:Boolean) {
                this.abbrev = abbrev;
                this.fullName = fullName;
                this.assignedOrder = assignedOrder;
                this.lock = lock;
    the paramters that contructor requires are 2 strings, one number and one boolean.

  • Boundary for movie clips following the mouse

    here's my AS...
    myInterval = setInterval(KBMOglobal,15);
    function KBMOglobal () {
    KBMOglobal1._x -= (KBMOglobal1._x - _xmouse)/10;
    KBMOglobal1._y -= (KBMOglobal1._y - _ymouse)/10-2;
    ok, so my movie clip follows the mouse around, with a small
    delay and the y axis is slightly lowered. the stage of my movie is
    380 x 640. does anyone have any suggestions on how to create a
    boundary, equal to the size of my stage, that does not let the
    movie clips that follow the mouse extend past? does that even make
    any sense? essentially, i would like the movie clips to follow the
    mouse, the entire movie clip stay visible on the stage. because of
    the positioning of the items on the stage that initiate this
    function, i only have to consider the width of each movie clip,
    which luckily is a constant = 200. does that make any sense? let me
    try this all again....
    how do adjust the above function so that the movie clip,
    KBMOglobal1 (which has a width of 200) stay within the horizontal
    limits of the stage (which is 380)?
    thanks for your time and to everyone in this forum that has
    been so very helpful with all my questions in this project so far,
    yall rock!

    quote:
    Originally posted by:
    NickTheNameless
    this is almost working perfectly, however i need to adjust
    the boundary of the x axis. for some reason, the movie clip stops
    following the mouse when it reaches half way across stage,
    horizontally.
    would you please be so kind to explain what your script is
    doing? because i'm not a total idiot, i realize i could probably
    replace 380 with 760 (double the width of the stage) and it would
    work as expected. however, if you could spare the time to explain
    what the following two lines are doing, step by step....i'll give
    you my first born.....
    KBMOglobalGeneralCancelDispatch._x<0?KBMOglobalGeneralCancelDispatch._x=0:KBMOglobalGenera lCancelDispatch._x;
    KBMOglobalGeneralCancelDispatch._x>380-KBMOglobalGeneralCancelDispatch._width?KBMOglobalG eneralCancelDispatch._x=380-KBMOglobalGeneralCancelDispatch._width:KBMOglobalGeneralCancel Dispatch._x;
    thanks again for your time!
    do you know ?: operator? it is like if...else... statements,
    when we say:
    somethingIsTrue ? do1() : do2();
    it is exactly same meaning like:
    if (somethingIsTrue) {
    do1();
    } else {
    do2();
    Now, we look at this line:
    KBMOglobalGeneralCancelDispatch._x<0?
    KBMOglobalGeneralCancelDispatch._x=0:
    KBMOglobalGeneralCancelDispatch._x;
    it is same like
    if (KBMOglobalGeneralCancelDispatch._x<0) {
    KBMOglobalGeneralCancelDispatch._x=0
    } else {
    KBMOglobalGeneralCancelDispatch._x

  • Sizing dynamic movie clips

    I have a project I am working on that has a scroll window on
    the main page and the movie clip displayed in it changes. All of
    the movie clips that get displayed in the scroll window are all
    dynamically made through actionscript loading all of the info from
    PERL scripts usingLoadVars().
    For some reason I cannot figure out yet there is like a full
    page worth of empty space at the bottom of each movie clip so as
    you scroll down once you hit the end of the content it will still
    scroll down atleast another page worth. Any ideas how I can stop
    that so the scrolling will stop when the content ends?

    Thats what I was thinking as well, Any ideas what I would
    look for to find what is causing the problem? as far as I can tell
    everything is just blank, and if I manually set the height value
    for the movie clip it does squish everything and still include the
    blank space so it looks like flash thinks something is there.
    Or is there a way I can set the height of the movie clip
    forcing it to cut off anything below? adjusting the height value
    just forces the entire movie to display into that size, cutting it
    off at that height value would resolve my problem as well.

  • Need help returning correct name from a code created movie clip

    Hello. I am an AS3 n00b with hopefuly a simple question I am designing a simple game in flash. This code creates an array of movie clips and asigns a picture to each one. It is a map screen. What I need is when I click on one of the created movie clips, I need it to return either the index of the clip in the array or the name of the clip. Basicaly anything I can use to tell them apart in the code. Here is the code:
    import flash.display.MovieClip;
    var MapLoader:Array = new Array();
    var strJPGext:String = ".jpg";
    var intContTileNumber:int;
    var strContTilePath:String;
    var intDistStartX:int = 63;
    var intDistStartY:int = 64;
    var intDistMultiplyY:int = 0;
    var intDistMultiplyX:int = 0;
    var intDistCount:int = 0;
    var MapSquare:Array = new Array();
    for (var i:int = 0; i < 729; i++)
             //var MapSquare:MovieClip = new MovieClip();
            MapSquare.push (new MovieClip());
            MapSquare[i].x = intDistStartX + (intDistMultiplyX * 30);
            MapSquare[i].y = intDistStartY + (intDistMultiplyY * 30);
            MapSquare[i].name = "MapSquare" + i ;
            addChild(MapSquare[i]);
            intContTileNumber = i;
            MapLoader.push (new Loader);
            strContTilePath = intContTileNumber + strJPGext;
            MapLoader[i].load(new URLRequest(strContTilePath));
            MapSquare[i].addChild(MapLoader[i]);
            intDistCount++;
            intDistMultiplyX++;
            if (intDistCount > 26){
            intDistCount = 0;
            intDistMultiplyX = 0;
            intDistMultiplyY++;
    stage.addEventListener(MouseEvent.CLICK, reportClick);
    function reportClick(event:MouseEvent):void
        trace("movieClip Instance Name = " + event.target.name);   
    Now all this works fine, it creates the map and assigns the correct picture and places them in the correct X,Y position and it is the correct grid of 27x27 squares. The problem is with the name, when I click on the movie clip, it returns "Instance2" or "Instance5" or whatever. It starts with 2 and then increases each number by 3 for each clip, so the first one is 2, then 5 then 8 and so on. This is no good. I need it to return the name that I assigned it
    . If I put the code in trace(MapSquare[1]) it will return the name "MapSquare1" so I know the name was assigned, but it isnt returning.
    Please assist
    Thanks,
    -red

    Thanks for the resopnse,
    I know I dont really need the name, I just need the index number of the array, but I cant figure out how to get the index name without specificaly coding for it. That is why in the listener event I use event.target.name because I dont know what movie clip is being clicked until it has been clicked on. Basically when a movie clip is clicked it needs to return which index of the array was clicked.
    I could do it this way:
    MapSquare[0].addEventListener(
      MouseEvent.MOUSE_UP,
      function(evt:MouseEvent):void {
        trace("I've been clicked!");
    MapSquare[1].addEventListener(
       MouseEvent.MOUSE_UP,
       function(evt:MouseEvent):void {
         trace("I've been clicked!");
    MapSquare[2].addEventListener(
       MouseEvent.MOUSE_UP,
       function(evt:MouseEvent):void {
         trace("I've been clicked!");
    ... ect
    but that is unreasonable and it kind of defeats the purpose of having the array in the first place. The code that each movie clip executes is the same, eventualy that index will be passed into a database and the data at that primary key will be retrieved and returned to the program. So I just need to know, when one of those buttons is clicked, which one was clicked and what is its index in the array.
    I am a VB programer and in VB this is very easy, the control array automatically sends its own index into the function when one of the buttons is clicked. It seems simple enough, I just dont know how to do it in action script.
    Thanks again,
    -red

  • Movie clip stops playing for no reason

    I am making a banner that has multiple movie clips sharing the same area, creating different rainbow effects when different areas (invisible buttons) are moused over.
    First of all I couldn't figure out if there was a way to have one invisible button over the whole area that changed to a different colored effect with each mouse over (first mouse over the black and whites would change to reds, second would change it to blues, third would change it to browns, etc.). Since I couldn't figure this out I settled on creating three buttons covering a third of the banner each, so when the mouse passes over one button it changes to reds, over another button it changes to blues, over the third it changes to browns.
    The effects are movie clips where each frame has another stripe changing color so it goes in a wave effect from one to the next, and then goes back to white and black in the same manner.  The first frame of each movie clip I had to turn into a nested movie clip so I could turn the alpha to 0, since I was going to have these color effect movie clips on top of one another in the main timeline on different layers, and so you could see the effect even if that color layer wasn't on top. I used the same nested movie clip with zero alpha for the first frame of each color effect clip (reds movie clip, blues movie clip, etc), so I dont' know if that's an issue.
    Anyway, it seemed to work fine for a while, but after working on it for a while longer (and not getting any further since I removed most of the changes I made), now when I test the movie the mouse over does not seem to work correctly. It works fine, seemingly, for the first time I mouse over each button, but in order to have it work again I have to mouse over the button twice, and then it will pause randomly during a part of the clip and I have to move my mouse back over for the movie clip to continue.
    I can't tell if this is because of the overlapping movie clips, or because my buttons are messed up, or if my actionscript is messed up, or if the timeline has to be longer, or what. Currently the timeline is 55 frames, the same as each movie clip.
    I put a movieclip_instance.stop(); command in the first frame of the main timeline, is there a better way to do this? Should I put the stop command in the movie clip itself?
    Here is a section of my AS in the main timeline, this is my first time programming ever, in any language, and trying to learn from the internet is more difficult than I thought it would be.
    redmovie.stop();
    red_btn.addEventListener(MouseEvent.ROLL_OVER, playRed);
    function playRed(event:MouseEvent):void
              redmovie.play();

    I am not sure of what the problem is, so I don't know if this will help or not.  One thing I might suggest is that you use gotoAndPlay(1) instead of play().  That way, if your movieclip is in the middle of playing it won't continue but will start from the beginning.
    You could use one button to have the different movieclips play in sequence if you prefer that.  You would just need to have some form of counter that keeps track of which is the next to play. Somethin like...
    var mcCounter:uint = 0; // start at 0 since an array is being used to identify which movieclip to play
    var mcs:Array = new Array(redmovie, bluemovie, brownmovie);
    only_btn.addEventListener(MouseEvent.ROLL_OVER, playMC);
    function playMC(event:MouseEvent):void
             mcs[mcCounter].play();                  // tell the current mc to play
             mcCounter += 1;                            // increment for the next mc
             if(mcCounter == 3) mcCounter = 0;  // reset the counter if it exceeds the array

  • Can you create a "constructor" for movie clips?

    What I'm doing:
    var this_array[counter] = new monster; //monster is a movie clip
    init_monster(); //set's things like .name, .x, .y, etc.
    What I want to do:
    var this_array[counter] = new monster();
    When I add a "monster"  I then call a function to "initialize" all of it's stats.
    Is there a way in the creation of the object, like with a constructor, where it automatilly does it on 1 line?
    I'm teaching myself and am a little stuck on this part.  If I have to create a "monster class" to do what I want just say so.
    Any simple examples or links to simple examples would be great. Thanks in advance.

    Ok so I've made a class Monster, and I have my movie object Red_Monster
    How would I go about creating the variable so it knows it's both?
    The only thing I can think of is linking them together as a .variable of the other.
    Example:
    var this_monster[x] = new Red_Monster();
    this_monster[x].stats = new Monster();
    It just seems a bit slopy, it would be nice to have this_monster know it's both.  Is there a way to do that?
    (added)
    I've gotten Monster to extend MovieClip, and this is working to use it as a movieclip.
    Currently trying to change the image of the movie clip in code to Red_Monster. Is there a way to do that?
    (added)
    Found how to do it, sort of.  Change the class linkage name to Monster instead of Red_Monster.  I just have to make classes for each movie clip.
    (last add, answer for anyone else)
    Ok the answer is to create a Monster class that extends MovieClip.  Then for each color_Monster they all extend Monster, no other code needed inside each class other then the constructor.

  • Buttons not working in movie clips

    I have multiple movie clips on stage (all in separate layers, of course) as well as buttons on stage to play each movie clip. There are buttons inside each movie clip. The problem is that the buttons inside the top layered movie clip work, but the others in the movie clips below don't.
    This is frustrating!! Can anyone help???

    It shouldn't matter which layer things are on.  If they are separate movielcips, one should not impact another.  What version of actionscript are you using?  Do any of the movieclips have mouse interactive code assigned to them?

  • 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,
    Caroline

    Each 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?

  • Can't get Simple button to Load Movie Clip

    Hi I've looked around for the answer to my question on this
    forum
    but havent found it so here it goes. I am working on this
    company's
    Flash site that was built by an outside studio. I am using
    CS3.
    The url to the site is
    http://www.bubbakeg.com.
    (this link will take you to the main page click the shadow
    graphic
    on the left under Bubba and this will take you to the site I
    am speaking
    of. The site is basically 5 different pages or movie clip.
    What I am
    trying to do is basically change the "Spring Break" middle
    graphic
    (which is a Movie Clip) on the HOME page and add a simple
    button
    that will direct the user to a new page. When I replaced the
    graphic
    with a new Movie clip there was no problem but I have added
    a
    button to load a new page (movie clip) and nothing happens.
    This
    button is in the movie clip of the new graphic which is
    called up
    when the page loads. If i take this button and just put it
    on the
    Main Stage in Scene 1 by itself it works and loads the page
    (movie clip). It does not however when it is embeded in the
    Movie
    Clip. The Flash site is basically 5 different Movie Clips
    loaded into
    an "Empty Clip". This empty clip has a timeline with each of
    the
    clips labeled and with their respective sized placeholders.
    And
    when you click on either the links on the Nav bar or the
    graphic
    for each page it loads that movie clip on the main page. It
    seems
    like the button only wants to work on the main timeline. I
    have
    even replaced the code for the "Contact" button with the code
    for the new button and it worked (opening new page). Here is
    the
    code for the new button that does not work:
    on (release) {
    _root.contentHolder.myHeight = 307;
    _root.contentHolder.newLoc = 9;
    heightAnimation();
    I know the location and height from the above code are
    referring to the placement and sizing of each movie clip
    in the "Empty Clip". As i said before this heightAnimation
    and the resizing of the new clip works fine when the
    button resides in Scene 1 on the Main Timeline but not
    within the new movie clip (graphic Ive created.)
    I will upload the main chunk of the code that resides
    in Scene 1 on the first frame of the "Actions" layer.
    If anyone has any ideas I would appreciate it very much!
    Please let me know if I can provide anymore info.
    Thanks!
    Greg

    change:
    function newLayerBT_CLICK(MouseEvent):void{
    to:
    function newLayerBT_CLICK(e:MouseEvent):void{

  • Rollover buttons that play a movie clip.

    Hello,
       I am new to Flash and I am trying to accomplish a simulation such as this example, http://www.its-about-time.com/investinesart/coalplantvirtualtour.swf. I have all of my movie clips done, but how do I tell a rollover button to play a specific movie clip? I also want to have all the movie clips to play simultaneously via a rollover button as shown in the example. I've attached a captured image of my timeline, if that helps. I've tried everything so far, but nothing is working! What is the simplest way of doing this?
    I have this inside one of the movie clips (mc_2) in a seperate layer under - (actions)
    RO_btn.onRollover = function(){
    mc_2.play();
    On the main timeline I have an actions layer with this:
    stop();
    Thinking that this may stop all of my movie clips but it doesn't.
    Should I make an actions layer in each movie clip with this syntax huh? stop();?
    I'm frustrated!!
    Thanks, if you can help!
    MG

    Hi,
    I have made something that you are looking for.
    It will be of help to you.
    basically you will have to create a few movie clips namely:
    2 buttons: (name them a_btn, b_btn, c_btn, d_btn, e_btn)
    3 movie clips (I am taking example image1_mc, image2_mc, image3_mc)
    in each of these movieclips.place 2 frames and on second frame put your movieclip(one in one).on both the frames put stop()
    now click on a_btn and write this script
    on (rollOver) {
    _root.image1_mc.gotoAndPlay(2);
    _root.image2_mc.gotoAndPlay(2);
    _root.image3_mc.gotoAndPlay(2);
    on (rollOut) {
        _root.image1_mc.gotoAndPlay(1);
        _root.image2_mc.gotoAndPlay(1);
        _root.image3_mc.gotoAndPlay(1);
    with this all 3 animations will work simultaneously. if you need to run any one of the movieclips at a time the you can address that mc in particular
    .Say if you want only 1 mc to move at a time then put this on  btn 2
    on (rollOver) {
    _root.image1_mc.gotoAndPlay(2);
    on (rollOut) {
        _root.image1_mc.gotoAndPlay(1);
    .Dont forget to give proper instance names to movieclips.(they are in properties panel.)
    Cheers!

  • How to stop , play nested movie clips....

    Hi all,
    I'm calling a swf file in a container_mc, which is in
    another swf file(Interface), by loadMovie() method. The Major
    problem I've stucked with is that in the interface I'm having a
    Play/Pause Button, which is not stopping the nested movieclips of
    the external swf file which is loaded in the container_mc
    movieclip.
    The other major issue is that I'm not able to add a
    progressbar(sliderbar) which runs according to the animation, to
    this interface. Please help ASAP

    I have a similiar situation however the container_mc has me
    puzzled, I'm not sure what that is - perhaps you can answer my
    question:
    I have a master swf called index.swf. The index.swf has a
    main tool bar of buttons which load frames; each frame is named to
    coincide with the main bar button (i.e. genInfo, setup,
    mainentance, etc). This works perfectly. My problem is with Movie
    Clips.
    Each frame has a sidebar which loads external swfs (i.e.
    genInfo.swf) - each external swf is made up of a series of Movie
    Clips which run in succession along the timeline; each Movie Clip
    belongs within its own frame (i.e. MCseg1 is in frame seg1; MCseg2
    is in frame seg2, etc).
    I need to pause and play each individual Movie Clip at will;
    I have built two buttons (pauseBtn and playBtn) into a Movie Clip
    called MCpausePlay. The first frame of MCpausePlay contains the
    pauseBtn; this frame is coded with the global "stop();" In order to
    move to frame(2) which contains the playBtn, the pauseBtn is coded
    with -
    on(release) {
    gotoAndPlay(2);
    The playBtn is coded:
    on(release) {
    gotoAndPlay(1);
    When clicked, the MCpausePlay moves from pause to play.
    That's all I have been able to get this to do.
    How do I code MCpausePlay to pause and then play each
    individual Movie Clip? (How do I get a Movie Clip to control other
    Movie Clips?). Should I code the Movie Clip, the frames within the
    Movie Clip, or each individual button within the Movie Clip? And,
    does this MCpausePlay belong on the Index.swf file, or should it be
    on each external swf? Or perhaps built in to every Movie Clip? I
    have tried all and have not had any success.

  • Targeting Multiple Movie Clips

    Hi everyone,
    I'm fairly new to ActionScript so I would really appreciate
    any help I can receive.
    Right, I have a Flash file which contains a movie clip with
    an instance called, 'contentHold_mc'. Inside this movie clip are 4
    individual movie clips with instances entitled, 'content1_mc',
    'content2_mc', 'content3_mc' and 'content4_mc'. I know these are
    not the best names for instances, but this is just for simplicty's
    sake. At present all movie clips run at the same time. I want them
    to run sequentially. On the last frame of the instance,
    'content1_mc', I want to stop the instance from playing and start
    playing the instance, 'content2_mc'. On the final frame on
    'content3_mc', I want to stop the instance from playing and start
    playing the instance, 'content3_mc', and so on until 'content4_mc'
    finishes playing. I have tried to use the tellTarget function
    without success and anyway, I believe this is now deprecated.
    Would anybody be able to provide me some guidance please as
    to how I can achieve the previous using the 'dot' notation?
    I have tried the using the code found at the bottom of this
    message in the final frame of the movie clip instance that I want
    to play first ('content1_mc'), however get a compiler error because
    of the preceding two full stops '..'
    Thank you in advance for any help I may receive with this
    query.

    Put a stop(); command at the first frame of each of the
    clips. On the last frame of the first clip put:
    stop();
    _parent.contentHold_mc.content2_mc.play();
    repeat as needed for each movie clip.
    Tell the first clip to play.

  • Animating in movie clips

    I have 6 movie clip symbols on my timeline and each movie clip symbol has a short animation contained within itself. When I bring it to the timeline, they all animate simultaneously. I want them play sequentially but when I play them in on different layers in different keyframes it doesn't work.
    Any idea how to make this work?
    Thanks!

    Pretty much anything is possible, just need to get the intentions straight.  The answer to my question would seem to be that you want only one showing at any time.  How you go about coding this depends on which version of actionscript you're using, but here's the general plan for one approach...
    In the last frame of each animation except the last one, add code telling the parent timeline to move to the next frame...
    In AS2 that could be:  _parent.nextFrame();
    In AS3 that could be: MovieClip(parent.nextFrame();
    Then place each moivelcip on the main timeline, one frame after the other.

Maybe you are looking for

  • I can't successfully migrate an account from my backup disk.

    My mac's hard disk broke down. Therefore, I went to the apple store and they gave me a new hard disk. Then, I went home and tried to migrate all of my previous account's data onto my new hard disk using migration assistant.. One account succeeded, bu

  • HDMI or DVI?

    I have just bought an MSI GTX 570 video card and it works great using a DVI connection to my Dell display panel.  The video card also has a HDMI output and my display panel has HDMI capability.  Can anyone please tell me the pros and cons of using a

  • 8120 Media Sync - "Your device is not recognized by Blackberry Media Sync"

    I got a new (refurbished from ebay) Pearl 8120.  I just downloaded the newest Desktop Manager and Media Sync software.  The Desktop Manager  works fine with the Pearl.  The 8GB microSDHC card was formatted and has worked fine in the phone so far.  Ho

  • To find out how many rows are processed/updated?

    Hi Gurus, I have given an update statement with parallelism. The data to be processed is huge around 50 million records. I know that from OEM, we can find out how many rows it has processed or completed. I would like to know the dictionary view/ quer

  • SQL Server 2012 Change Data Capture for Oracle by Attunity support for Oracle 12

    I would like to know if there are any plans for SQL Server 2012 Change Data Capture for Oracle by Attunity to support versions of Oracle 12 and if by when.