Stage editing in Flash CS4

Is it possible to edit the stage in Flash CS4 after inserting some animation, graphics, and generally some other contents? If yes, how?

You can change the dimensions of the stage by selecting Modify -> Document.  The same interface will also allow changing the background color and frame rate.

Similar Messages

  • Maximum movie stage dimensions in Flash CS4?

    Anyone know what is the maximum movie stage dimensions in Flash CS4? Thanks for any info.

    I don't remember for MX but I know in CS3 and CS4 your movie clips can be much larger than the max stage size (if you need them to be). I guess I misunderstood your original question as the stage size not the movie clip dimensions.

  • Flash CS4- Movie clips suddenly invisible on stage? (Same file OK on other comps/CS5)

    Flash CS4 had been working regularly on my Macbook Pro (Intel - Tiger) for a while, and then suddenly, I opened a file and all the movie clips went from being visible "stills" to invisible and represented only by an "o". I have tried settings, preferences, even uninstall/reinstall, but somehow my settings or something got messed up and I can't view movie clips on the stage.
    I have tried a variety of different .fla files and none allow movie clips to be visible on the stage.The files were created in CS4.
    This is true for movie clips that have 1 frame to many frames.
    When I Publish or Test Movie, the clip is visible and normal, but it is impossible to edit the file without being able to see the movie clips.
    I know that the issue is with my installation of Flash/settings being messed up, not with the file(s) because when opened on other computers (CS4 and CS5), movie clips are visible on the stage, as they should be.
    Example below: In Flash CS4, the stage just has "o"s where I used to be able to see my movie clip, but in the Test Movie, everything is there. To be clear, I could see the movie clips in this exact file, and then the next time I opened it I could no longer see them.
    I am hoping there is an obvious solution that I have overlooked. Help is appreciated in designer-friendly (non-developer) terms.
    Thank you!

    Hi,
    Can you please try a few things for me? This will help us narrow down the issue.
    Test 1: Switch from ActionScript 3.0 to ActionScript 2.0.
    1. Open up the file where you see the "o" instead of your movieclips.
    2. Go to File > Publish Settings.
    3. Switch player target to ActionScript 2.0.
    ** Did your movieclips reappear or is it still showing "o"?
    Test 2: Delete user configuration folder and recreate preferences files.
    1. Quit Flash if it is running.
    2. Delete the following 6 files:
    Volume/Users/<username>/Library/Application Support/Adobe/FlashCS4
    /Users/<username>/Library/Preferences/Flash CS4 Preferences           
    /Users/<username>/Library/Preferences/Flash 10 MRU           
    /Users/<username>/Library/Preferences/com.adobe.flsh-10.0.plist           
    /User/<username>/Library/Application Support/Adobe/Flash CS4/           
    /Library/Application Support/Macromedia/FlashAuthor.cfg
    3. Relaunch Flash and these files will be recreated.
    ** Did this solve your issue?
    Please let me know. Thanks!
    Quynh
    Flash Authoring, QA

  • Flash cs4 nothing visible in library or stage but can see it in swf

    Hi,
    I'm not sure what I've done - symbols, graphics, text are visible in swf but not on stage in workspace or in library.  I wonder if I've accidentally reset something. I was trying to import an .ai graphic into a flash cs4 file when this first happened - the graphic was not visible in the workspace but could be seen in swf. Now I can't see anything in any flash file I open even ones that have been fine previously.  Just blank workspace and blank library window when select symbols in library. If I try to draw something, or insert text, it disappears as soon as I switch to selection tool but is visible if I look at the swf (control enter). Please help - much appreciated!
    The project window is just a white blank square in the developer workspace too.

    Thanks for the advice. But what I didn't make clear was that I can't use Flash at all now because nothing is visible in ANY file I open. The symbol names can be seen in the library but there is no image in the library window and no image visible if I open a symbol from the library. This is true in every single flash file I have. This has all happened since I tried to open the .ai file which had CMYK elements so I thought this was why that graphic was not visible.  The problem is that now nothing is visible in ANY .fla file, even ones that worked fine a few days ago. Also projects are not visible in the project window which is just a white blank.   If I open a new file and type text in, it is only visible as long as the text tool is selected. If I deselect the text tool, the text disappears.  If I draw a rectangle, it is only visible while the rectangle tool is selected.  If I deselect the rectangle tool the rectangle I have drawn disappears.  However, both text and rectangle are visible in the swf.  I thought maybe I had accidentally changed some setting. I have tried pressing Ctrl Alt Shift while opening flash to reset defaults but this didn't make a difference.

  • Editing Flash CS4 files in Flash CS3

    Looking to upgrade our main multimedia production machine from CS3 to CS4, but we probably won't upgrade all the other machines just yet.
    Main question: If you work on a Flash file in CS4, can you work on it in CS3 and save it, or will some of the functionality be lost in doing so? Or is a matter of just having to save it in a certain way to make sure it works?
    Also, is there any issue with importing CS3 Illustrator, Flash or any other kind of files into After Effects CS4?
    Thanks!
    Matt

    cs4 can save files for cs3 so, it "..is a matter of just having to save it in a certain way..".
    you could lose some functionality if you used any flash player 10 capabilites that aren't in fp 9.  to prevent that you would always publish for fp 9 in your cs4 file to ensure you could use the file in cs3.
    i can't see any problems with importing non-flash cs4 files into flash cs3.

  • "Show Transform Controls" Equivalent in Flash CS4? + Other Questions

    Hi everyone.
    I've been using Adobe Flash CS3 & CS4, and I still find it ridiculously hard to navigate around that Program sometimes, mainly when I have to deal with a Pre-made Flash website that needs Editing.
    Allot of people Label layers, Symbols, etc... poorly, so it's hard to find your way around.
    I would like to know if these is any Equivalent of "Show Transform Controls" (from Adobe Photoshop), in Adobe Flash CS4.
    I have loads of Layers to deal with, and the only way I can get to edit the Layer, is by double clicking on them, then I go to it's timeline and settings.
    Most of the times I can't even see some of these Layers/Buttons, as they appear invisible on the Stage/Preview Screen.
    How can I more easily Work with my Layers in Flash CS4?
    It would be allot easier, if I could click on the Layer in the Pallet, and see an outline of where it is on the Stage.
    Or if I could edit the settings of a Layer, by clicking something in the Layers Palette.
    I am also trying to figure out how I can change the color of an image to Black/White, I only know how to do this with the Motion Tween Option, that gradually changes the color over those given seconds. I don't want an animation, just permanent color change.
    Also when I am moving a Object in one layer,
    when I exit and view a different layer, I see that the "Shared" object also moved there too, which I do not want.
    Is there any way to unlink these by chance?
    Is any of this possible?
    Please reply soon someone.
    Thanks,
    -Andrew

    [Note]: "View layer as outlines" Does not help me to see where those "Invisible" layers are.

  • Video Formats in Flash CS4

    I recently upgraded to CS4.
    Previously in CS3 I was Importing Quicktime .mov files using the Import Video command. In the dialog that would appear, I would choose progressive download and ON2 VP6 and Flash CS3 would then initiate a progress bar with the ultimate result being the creation of a new FLV file made from the .mov. This always worked fine in the past.
    Now with CS4, it was my understanding that I could import Quicktime movies that use the H.264 standard without having to create an FLV... is that true? The reason I ask is because I just created (3) 2 minute videos in Final Cut Pro Studio and exported them to Apple Compressor 3 which further saved them as .mov H.264 files for web downloading. These files play perfect from the hard drive using Quicktime Player. So, I opened Flash CS4, used the Import Video menu item as before, progressive download, etc. and now instead of creating a new FLV file I just saw a progress bar saying something about reading Metadata and then the video icon appeared on stage in Flash. After publishing the SWF, the movie played fine from the hard drive. Since I did not see a new movie file created by Flash after importing or publishing, I was assuming that it was just pulling the video data from the original .mov file I imported? The problem I ran into was when I uploaded all the files (including the original .mov file) I only got a video control bar showing with a progress bar running, but the video never appeared. Did I do something wrong?
    As a workaround, I tried dragging the .mov into the new Adobe Media Encoder CS4 and created am F4V (a new file on my desktop). The filesize was smaller than the original .mov, but when I imported the F4V into Flash and published that to the web it played fine (a bit lower quality though).
    Also, when I dragged the .mov file to the Media Encoder it stated that it was an FLV file not a .mov H.264 file.
    What am I missing or doing wrong? How is the best way to get a Quicktime H.264 file imported into and published from Flash CS4 for the highest quality?
    Thanks for any help!

    Yes you can do that.Theres a couple ways.
    1.
    You will want to load the flv - in whatever fashion - into a movie clip, then blur the movie clip with filters. But this can have serious damaging effects on runtime performance.
    2.
    If you have the source files, and the video will never need to be sharp. You can go into your video editing software (After Effects, for instance), extend width and height of the composition, blur your video there, and render out with alpha channel.

  • Newbie in hell...flash cs4 image

    Hello everyone,
    I must warn you I am an absolute beginner with flash, however am proficient in Illustrator / ps cs4 and now have flash cs4. I have a mountain of graphic work for a client and as part of this welcome work I've inherited a flash header that I need to finish for a website. The only problem is, I usually work in print and know nothing about flash, but would like to tackle this if I can. The inherited header is 980 x 230 with 8 images that fade in/out as they change over each other (morph). It was originally done in flash 10 using tweens but I gather flash has changed a bit with regards to this sort of thing.
    I like to learn new things but I have spent HOURS online and just can't find out how to do this. I've had a good look around flash but unfortunately I just can't dedicate days or weeks to learning the entire program.
    From what I can gather so far:
    The images go into flash library (is jpeg ok or do they have to be BMP) then I need to convert them to symbols then they go into the timeline as layers ...OMG I guess my first question is..is this a fairly simple thing to accomplish or should I look at outsourcing it? I'm pretty good with the teaching myself stuff, but my biggest enemy is time. I've looked at the adobe tv tuts but didn't see anything like what I'm after (the image doesn't need to slide, it just needs to fade into another one).
    I'm so buggered, hoping if I get some sleep some kind soul will either be willing to help, or tell me to forget it, either way helping to end my frustration!
    Thanks in advance,
    A bona fide Flash Dummie...
    Lauren

    I
    don't have CS4 so I am not familiar with the new way of tweening, only
    with what CS4 calls classic tweens, which is what I grew up with in
    Flash.  What I described for you is based on classic tweens.
    While those in in the know
    (a few) praise the wonders of the new tweens, general concensus in these
    forums for those that question them is that trying/learning to work
    with the new tweens is not straightforward.
    As far as movieclip versus
    graphic goes, neither is preferable over the other.  Both will perform
    in a tween.  Movieclips are useful when you have more to do with the
    object than just display it.
    The difference with the motion tweens is that the motion tweens are built to be easily scalable and to provide a graphical interface for easily updating/editing the tweens visually (including path, timing etc). Classic tween is what you want for your project so you're on the right track. As far as the difference between a movieclip and a bitmap not mattering, well it depends really on the scale of the project but best practice is to go with the smaller class. The movieclip class is massive, one of the largest because it is a dynamic type and is near the bottom of the chain of inheritance on the flash displayobject list. So, the bitmap class would be probably like 1/10th the file size of the movieclip class, so go with bitmap. Since flash is primarily a web technology and I'm sure you're doing this project for a website, every byte matters.  Imagine the difference in filesize is 5 kb just because of what classes you decide to use but you decide to deploy the project on a website with 5 million users. Thats 25 gigabytes of wasted bandwidth. Anyway that doesn't really apply to you because you're doing timeline tweens and the flash IDE will automatically import all of those bulky classes anyway, but it's good to keep in mind if you decide to pursue getting deeper into flash and working with actionscript.
    Anyway it looks like you've almost got your project all sorted out but there is the problem with doing everything inside flash using timeline tweens. As you're aware, it's a pain if you need to update. Below is some basic actionscript you can paste inside of a new fla file. It's not the best example but I just kind of wipped it up and should be more than enough for you to pick apart and learn how actionscript 3 works in flash. So.. create a new fla set the stage to the size of your project (980 X 230) pixels. Create a new blank movieclip (might as well, read up) and give it an instance name of "imageContainer". That's it for setup in the FLA. In the same folder as the FLA create a folder beside the fla called images. Create a new text document inside that folder and name it "filelist.xml". In that list, paste this:
    <files>
        <file filename="171_2784_2.jpg" />
        <file filename="165_2564_0.jpg" />
        <file filename="171_2690_2.jpg" />
        <file filename="171_2735_1.jpg" />
    </files>
    Copy all of your images for this project into the images folder. Now modify that XML to include the name of each file in the folder.
    Now back in your FLA, click the first frame of the main timeline. Open the actions panel (view -> actions in the menu)
    Now paste this into that frame:
    import fl.transitions.Tween;
    import fl.transitions.easing.Strong;
    import fl.transitions.TweenEvent;
    var listIndex:int = 0;
    var nextImage:Bitmap = new Bitmap();
    var listOfImages:Array = new Array();
    var listLoader:URLLoader = new URLLoader();
    listLoader.addEventListener(Event.COMPLETE, parseFileList);
    listLoader.load(new URLRequest("images/filelist.xml"));
    var imageLoader:Loader = new Loader();
    var cycleTimer:Timer = new Timer(5000, 0);
    cycleTimer.addEventListener(TimerEvent.TIMER, beginImageCycling);
    function parseFileList(e:Event):void
        //trace(e.currentTarget.data); //Uncomment this to debug and see what data is coming in
        var fileListXML:XML;
        try{
            fileListXML= new XML(e.currentTarget.data);
        }catch(e:Error){
            trace("The file list is either not well formed XML or not XML at all");
        var a:Number;
        //Get an XMLList object which will contain all of the children of the fileListXML
        var fileList:XMLList = fileListXML.children();
        for(a = 0; a < fileList.length(); ++a){
            trace(fileList[a].attribute("filename"));
            listOfImages.push(fileList[a].attribute("filename"));
        trace("Done parsing file list XML");
        beginImageCycling();
    function beginImageCycling(e:TimerEvent = null):void
        imageLoader = new Loader();
        imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showNextImage);
        imageLoader.load(new URLRequest("images/" + listOfImages[listIndex]));
        listIndex++;
        if(listIndex >= listOfImages.length){
            //This will reset the index and begin looping from the images from the start
            listIndex = 0;
    function showNextImage(e:Event):void
        trace("Image loaded, get ready to show it");
        nextImage = e.currentTarget.content as Bitmap;
        var tw:Tween = new Tween(nextImage, "alpha", Strong.easeOut, nextImage.alpha, 0, 1, true);
        tw.addEventListener(TweenEvent.MOTION_FINISH, changeOutImage);
        tw.start();
    function changeOutImage(e:Event):void
        while(imageContainer.numChildren > 2){
            trace("removing old images");
            imageContainer.removeChildAt(0);
        //Add the new image to the container, in this case the stage
        imageContainer.addChild(nextImage);
        var tw:Tween = new Tween(nextImage, "alpha", Strong.easeOut, nextImage.alpha, 1, 1, true);
        //Restart the timer to cycle images
        cycleTimer.reset();
        cycleTimer.start();
    In the menu go to Control--->Play. That should do it, it should cycle through those images over and over. I'm at work doing this on my lunch I'll post a completed project/demo of this later when I get home and give you an intro to actionscript by covering the code I've put here. Anyway so now the benefit of doing things this way is that if you want to adjust the transition time, you simply go to the :Tween = new Tween lines and change this:
    Strong.easeOut, nextImage.alpha, 1, 1, true);
    to:
    Strong.easeOut, nextImage.alpha, 2, 1, true);
    Which will change the transition time from 1 second to 2 seconds. Or, say if you want to add new pictures, all you have to do is change that XML and copy in new pictures, something even your client could do (which is sure to make them happy).
    Anyway I'll post later even if you don't need this anymore it may be useful to somoene else who finds this topic one day. .:)
    -Jesse

  • Problem with motion tweening in Flash CS4

    Hi !
    I tried to refresh my little flash knowledge -- but I stumbled upon a problem with the new Flash CS4!
    When I try to make different blur or alpha effect on one keyframe I got after making the motion tween -- Flash adjust the other keyframe as well (got the same reaction on both keyframes as if it was the same instance of movie clip -- and not as in old flash; the keyframes created separated or independent instances)
    The only thing working for me is when I move the movie clip out of the stage on the first keyframe -- and it correctly move its position.
    What's wrong?
    Kind Regards
    Maria Olsen

    Hello Maria,
    You sort of answered your own question:)
    "got the same reaction on both keyframes as if it was the same instance of movie clip"
    That is exactly right and is the proper way of looking at new motion tweens. It is one instance of the movieclip for the duration of the tween. It takes awhile to get used to this.
    New motion tweens allow you to set up a a very simple tween initially without keyframing ending values / position. Once you start making changes after the tween is set, you are going to have to get familiar with adding "property keyframes". Property keyframes are displayed with those little diamond icons in the timeline. Poperty keyframes allow you to "lock in" certain specific properties at key points in your animation without affecting other properties. With the old classic keyframes, a keyframe placed mid-tween would create a whole new instance of a symbol with all properties (rotation, scale, alpha etc) set in stone for that point in time. The benefit was that you could easily have all properties tween TO and FROM that keyframe if that's what you wanted. Now you can make adjustments to a symbol mid-tween and only specifically adjust a single property. So you can adjust the alpha of an object mid-tween without interrupting say a rotation that you wanted to happen all the way through.
    If you simply want an object to move left to right and then you decide it should fade in
    CLASSIC TWEEN
    -place symbol on frame 1
    -keyframe frame 10
    -in frame 10 move the symbol to the right
    -add classice tween
    Ok, that works, now add alpha fade in
    -go back to frame 1 and set alpha to 0
    -classice tween automatically adjusts alpha from 0 in frame 1 to 100 in frame 10.
    -done
    MOTION TWEEN
    -place symbol on stage
    -create motion tween
    -playhead jumps to last frame
    -move symbol to the right (no need to f6 / keyframe)
         Flash automatically adds something called a "position" keyframe (notice the little black diamond)
    Ok, that works, now add alpha fade in
    -go to frame 1 and set alpha to 0
    -test movie
    -oops - wrong. As you noted the alpha will stay at 0 throughout the whole tween.
    -you need to additionally go to the last frame and set the alpha back to 100
         -this will automtically create a "color" property keyframe on the last frame
    When just doing this now I noticed something odd as well
    As soon as I do the position change and move the symbol to the right, if I try to add the "color keyframe" on the last frame of the tween, I am not allowed to do so. "color" and "filter" are greyed out. I would prefer to lock the alpha at 100 in the last frame while the playhead is in position before setting it down to 0 in frame 1. Oh well.
    Seems you are forced to
    -go back to the beginning of the tween
    -adjust the alpha
    -then go to the end and manually bring the alpha back up.
    hmm maybe i'm missing something too:)
    the best way to do this would be to have the foresight ahead of time to do the alpha
    -place the symbol
    -alpha 0
    -add motion tween
    -in last frame move the symbol  set alpha to 100 (alpha and position keyframes are automatically set)
    So if you do it right the first time, its easy. If not, well.
    Keep in mind an object will maintain the properties it has set in frame 1 unless a subsequent property keyframe enforces some adjustment.
    If you have have an object that is moving from point a to b to c to d:
    If you alter the alpha at point b, the alpha will tween from point a to b, but will maintain the new alpha to c, to d.
    If you scale the clip by 200% at point, its scale will tween from point a all the way to point d, NOT just from c to d
    To scale from point c to d only, set a "scale" property keyframe at point c (this will lock the objects scale at 100) THEN scale to 200% at point d
    It takes a good deal of practice. I found the hard way that you just can't "wing" it. It isn't very intuitive coming from a classic tween approach.
    These articles really helped me:
    http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html
    http://www.adobe.com/devnet/flash/learning_guide/animation/
    Take note of the tips on "cntr-clicking" frames and "shift-dragging". You have to really get used to a few keyboard modifiers when editing the timeline.
    Stick around the forums. A lot of good info comes through daily.
    Carl

  • Captivate 4 not exporting to Flash CS4 correctly

    When I export from Captivate 4 to Flash CS4 it doesn't place the imported objects on their own timeline. Instead, it places each object into a movie symbol, which has its own timeline. The problem is that when I save it as a .swf in Flash and then I open it in After Effects none of the highlight boxes are visible.
    As you know, After Effects does not see Flash symbols that are buried below the main timeline.
    I opened up a project I worked on a year ago (with a different computer) and the Flash files had the exported Captivate items on the main timeline with the object on its own layer. Those files work fine in After Effects.
    Can anyone tell me if they are having the same export issue with Captivate 4 not exporting its elements in Flash on the main timeline (as seen in the help file: http://help.adobe.com/en_US/Captivate/4.0/Using/WS5b3ccc516d4fbf351e63e3d119e9582981-7fff. html)?
    Thanks!

    I found the solution here (http://labnol.blogspot.com/2004/09/export-captivate-movie-to-macromedia.html). I'll reprint the steps here:
    1. Close Flash CS4 if it is open.
    2. Open Windows Explorer.
    3. Navigate to:
    C:\Program Files\Adobe\Captivate
    4. Copy the RDMFISTUB.dll file.
    5. Navigate to:
    C:\Documents and Settings\username\Local Settings\Application Data\Macromedia\Flash CS4\en\Configuration
    Note: The 'Local Settings' folder by default is hidden. If you are unable to locate the 'Local Settings' folder you can unhide it by opening Windows Explorer, select Tools > Folder Options > View, and select the option to 'Show hidden files and folders'.
    6. Create a new folder called Importers. Your final path should look like this:
    C:\Documents and Settings\username\Local Settings\Application Data\Macromedia\Flash 8\en\Configuration\Importers
    7. Paste the RDMFISTUB.dll into the Importers folder.
    8. Open Flash CS4.
    9. Create a New Flash Document. Save the document (or Flash may freeze when importing)
    10. Select File > Import > Import to Stage.
    11. Browse to and select the CP file.
    12. Click OK.
    Here is a comparison picture of the results. Without the steps above the imported Captivate assets will reside inside of a movie symbol (one for each slide). This is labeled "incorrect" in the image. I want each asset on a new layer in the root timeline. This is labeled "correct" in the image.
    I want to go from Captivate to Flash to After Effects (because Captivate generated Flash files are unreadable in After Effects). For full disclosure, I used Captivate 3 in the steps above, but I hope this is a solution for Captivate 4 as well (I decided to stick with Captivate 3 because it worked in a project I used a year ago).
    Message was edited by: EliteEraser

  • Decompiled swf but only intro opens in flash cs4

    I was asked to edit a completed website. I was given the .swf file. I decompiled it using SoThink and converted it to a flash file. When I opened it in Adobe Flash CS4, only the intro portion is viewable in the timeline.
    When I test the movie the entire website plays out with no problems. But the timeline only shows the intro/home page. I need to edit other content in the scene. Any help would be really appreciated, I've been seaching all day. Thank you.

    It is possibl,e that the file uses scenes, though I am not familiar with decompilers to know if they would decompile a scene-based design back into scenes.  In any case, try opening the Scenes panel and see f they are hiding in there.
    The rest of the content could also be in movieclips in the main timeline, in which case you would have to access them via finding the movieclips... which could have emoty first frames which would make them mere dots on the stage if selected.
    You should at least be able to edit the content in the library if you can't figure out how to find it elsewhere.

  • Giving things instance names. Flash cs4

    Ive been using adobe flash cs4 for a while now and have had little trouble giving things instance names. Now though, whenever i double click on something like i normally do to give it an instance name, the blue box no longer comes around it, i click on properties, and change the instance name. I now get a dashed line along the lines of the picture. and when i go to properties, it just says shape, and I cant edit the instance name. Just position and size, then the fill and stroke.  What is going on?

    You do not assign instance names to objects in the library.  Instance names are assigned to object on the stage.  Instance names are unique for each item on the stage.... meaning the same library object can be used multiple times... each instance of it will have a different name.  If you want to assign a name you do it either by manually entering it in the properties panel or thru actionscript code when the object is added to the movie.

  • Flash cs4 deletes frames on locked layers

    Hello!
    I have a problem. While I am drawing, and deleting while all other layers are locked except the one I draw on,
    flash deletes frames from the locked layers on the timeline randomly.
    It is very annoying, because its a bug, and sometimes I need to redraw a lots of my works.

    I am having this EXACT same error message, but it is happening whenever I make a movieclip within a fla file. Once I rotate through the error the movie clip appears as only an outline box on my stage, although opening the button (along with the error showing up again) is viewable and editable. Anything I try to do with the clip...edit, move, anything... the error pops on my screen repeatedly.
    This all started after I had a major crash and had to reinstall my system. My registration of CS4 Design Premium was messed up so I ran the Flex Licensing app as suggested by the Adobe site. All other programs work fine... just Flash is messed up. HELP!
    P.S... I did try the deletion of prefs, etc as suggested here... that did not work. Also, the file I am working on works fine on another computer running the same version of flash, so it has to be related to a missing or corrupted file I'm guessing, but I don't know which one. I even uninstalled and reinstalled flash to no avail.
    -------------------ANSWER FOUND PROBLEM FIXED!!!!--------------------
    After 10 days I finally found the solution that worked on twelvestone.com
    tonzeejee 2010.01.05,  01:32AM — SOLUTION...
    [ in the barrel ]
    posts: 1       join date: 2010.01.05
    Here's the solution if you're on a Mac running 10.5.X or later...
    QUIT Flash (don't CLOSE the window - QUIT the app completely (Flash menu next to the apple menu > "Quit")
    Browse to Macintosh HD/Users/"your user name"/Library/Application Support/Adobe
    Completely  delete the folder called "Flash CS4" or "Flash CS3", depending on which  version you're using. This means empty the trash.
    Re-launch Flash app - should be good to go.

  • Flash CS4 Tween Migration

    Hi,
    I just wanted to get the thoughts of the expert here. I played around with the new tween tool in CS4, and it seems that the difference is I dont see the tween arrow anymore in the timeline; and there is an easing in the property that has been added. How this has changed from the old concept finally?
    I see this just like putting some icing on the cake, and nothing would wow me to use this tool.
    Please correct me if I am wrong, especially those of you who have utilized this tool in a different manner.
    Looking forward for an open discussions.
    Thank you
    uxk

    Hi Uxk,
    I'm actually glad that you're finding the workflow similar - because it's actually a rather massive two-cycling change behind the scenes, and we typically hear something a bit different. Here are some of the changes and benfits between old and new:
    you cannot break a new motion tween - no more “dashed arrows”
    as such, new tweens are easier to use: you directly manipulate objects on the Stage without needing to always think about keyframes. You don’t even need to add keyframes - just manipulate the object and the keyframes are inserted for you.
    granular control over each part of a tween.
    motion paths are shown right on the Stage for all tweens. Highly visual, and directly editable.
    you can use the new Motion Editor with new tweens
    as such, the Motion Editor means tweens are more powerful in general: each property and keyframe on each property is accessible and editable independently. You can tween alpha separately from rotation separately from scale (etc).
    in that Motion Editor you can edit individual properties on a graph
    you can use the new 3D model with new tweens
    you can give your tween an instance name and then give other instances that same tween at runtime
    new tweens are easy to stretch by just dragging the span in the timeline
    new tweens have new eases, which have advanced (and very cool, better, enhanced) eases
    you can create/apply custom eases that do not need to end at 100%
    you can save a tween as a preset and reuse it in that or other documents
    new tweens are easy to move now - either on the timeline (drag the tween span around), or on the stage by selecting the motion path and just moving it on the Stage (lets just say it is WAY easier than edit multiple frames).
    motion paths in general are easier, and you no longer need motion guides. The motion path for a tween is attached right to the tween.
    you can apply a new instance to an existing tween by just pasting it onto a tween to swap it out, drag a new instance from the Library, or use Swap Symbol. you can even have a tween without an instance applied to it, and all properties of that tween will be saved until you apply an instance to it.
    (From my blog post here: http://flashthusiast.com/2008/09/22/the-new-way-of-tweening-in-flash-cs4-or-new-motion-in- flash-cs4-makes-your-animations-better-faster-stronger/)
    You may want to check out the Motion Migration guide here: http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html  -- this article outlines the changes between the two models.
    Some of the bigger new features to check out are: Motion Presets (pre-made and custom), the Motion Editor (it ain't small...), preset eases (these made a radical difference in how quickly I could do certain animations), and tween instances (tons of new capabilities here, and reductions in amt of scripted code you have to write). Here are some blog posts on them:
    Tween instances:
    http://flashthusiast.com/2008/12/10/flash-cs4-example-spray-brush-tween-instance-new-motio n-as3-fancy-jsfl-profit/
    http://flashthusiast.com/2008/10/12/new-motion-and-tween-instances-flash-cs4-presentation- flashcamp/
    Motion editor and custom eases:
    http://flashthusiast.com/2008/11/20/flash-cs4-modifying-and-applying-a-custom-ease-in-the- motion-editor/
    You may also want to adapt how you use F6 with tweens:
    http://flashthusiast.com/2009/01/09/flash-cs4-using-f6-with-new-motion-tweens/
    Entire Animation guide:
    http://www.adobe.com/devnet/flash/learning_guide/animation/
    Let me know if you have any questions,
    Jen.

  • Flash CS4 support in FB4?

    Hi, all...before the release of FlashBuilder 4, I saw at least two training/preview videos that clearly showed Flash Builder 4 integrating with Flash CS4 Professional via the the new Flash Custom Components feature (where you can drag a Flash Component or Container right to the stage and then create or edit the feature in Flash).
    However, when I try to use this feature in FB4 Premium, I get a message that says: "This feature requires that Flash CS5 or higher be installed." Am I missing an important step? Do I have to import something or change a setting to allow integration with Flash CS4?
    Thanks!

    Ah. Thank you for the reply. So let me get this straight:
    Adobe builds a wonderful new feature into FB4 and advertises it on Adobe TV and on e-Learning sites like Lynda.com.
    Adobe changes their minds and substantially changes this feature so that the $200-$700 piece of software people already own (Flash Pro CS4) no longer seamlessly integrates with Flash Builder 4.
    Adobe does not inform the community about this change, nor does it apologize for it or make some other appropriate concession, nor is the change fully reflected in the FB4 documentation.
    Summary: to use this new feature (custom Flash components and containers), people have to first buy Flash Builder 4 (if you're keeping track, that's another $200 to $700, depending on whether we upgrade or buy standalone). THEN, we have to wait until April 12, at which point we have to shell out at least several hundred more dollars to purchase Flash CS5...at which point we'll be able to use the Flash component integration feature that we already paid for when we purchased FB4.
    Adobe, you ought to be ashamed of yourself. Bad enough that you foisted a rushed, bug-ridden CS4 on us (and some of those bugs still have yet to be fixed). Now, you unabashedly sell a product the requires the purchase of another product that hasn't even been released!  I understand that features may change from beta to released product. But you already had CS4 integration working in the beta. Removing CS4 support seems like a thinly-veiled attempt to drive people to your new product. (I say that because Adobe has known since January (and possibly much earlier) that you didn't plan to support Flash CS4...but you never shared that information. Instead, you let beta users go on testing, blissfully unaware of the bait-and-switch that was to come.)
    Being a monopoly clearly hasn't done you or your customers any good. I am astounded that someone hasn't intituted a class action lawsuit against you for practices like these.
    With each successive creative suite you release, I become more and more bitter about Adobe's almost total lack of concern for their customers. I've spoken to many of my associates and they feel the same. It's strange that you put so much thought into software features but don't actually care about the people who'll be using that software.
    I'm hoping that some company comes along to challenge Adobe in the design/development software space and maybe, just maybe, that'll lead to Adobe being more accountable for business practices like the ones described above...

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