Strange scale on movie clip

I have a MovieClip object (let's call it "Background") right
on my main stage, which is attached to a class in code. I am adding
several MovieClip objects as children of the Background object, but
positioning them is difficult because the Background object has its
transform matrix scaled.
The Background object goes from (x=5, y=5) to (x=795, y=595),
so it almost fills my 800x600 stage. But without me changing its
transform intentionally, its transform.matrix.a and .d are set to
2.2, which means that if I tell one of its children to go to x=100,
it goes to x=220.
Note that I haven't touched any members of the Background
class anywhere that I'm aware of.
Does anyone know why the transform's "a" and "d" members
would not be 1.0 to start with? This is making positioning a pain.
Thanks!

Also, the MovieClips that are children of the "Background"
MovieClip aren't clipping against it. If they move past the edge of
their parent, they draw right past its edges. Is there a way to
clip them?

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    this.play();
    function reversePlay():Void {
    this.prevFrame();
    All of that code would appear in frame 1. You don't need the
    controller
    movie clip. The animation clip no longer contains an orb
    button, because
    we're using animation itself as the "button". (You can always
    see what
    functionality any object has by looking up its class. If
    you're dealing
    with a movie clip, look up the MovieClip class. See the
    Properties heading
    to find out what characteristics the object has, see Methods
    to find out
    what the object can do, and see Events to find out what the
    object can react
    to.)
    In the above code, it's all laid out pretty easily. This is
    AS2,
    remember. We have two events we're listening for:
    MovieClip.onRollOut and
    MovieClip.onRollOver. Those events are established for the
    animation movie
    clip by way of its instance name, and associated with
    corresponding custom
    functions. The outHandler() function associates yet another
    function to the
    MovieClip.onEnterFrame event of the animation clip. Very
    simply, it
    instructs animation to perform the custom reversePlay()
    function every time
    it encounters an onEnterFrame event. The overHandler()
    function kills that
    association by nulling it out, and telling animation to play,
    via the
    MovieClip.play() method. Finally, the reversePlay() function
    simply invokes
    MovieClip.prevFrame() on the animation clip.
    Here's the AS3 version:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    animation.addEventListener(Event.ENTER_FRAME, reversePlay);
    function overHandler(evt:MouseEvent):void {
    animation.removeEventListener(Event.ENTER_FRAME,
    reversePlay);
    animation.play();
    function reversePlay(evt:Event):void {
    evt.target.prevFrame();
    It looks wordier, but if you look carefully, you'll see that
    it's
    essentially the same thing. The main difference is the way
    scope works in
    AS3. In AS2, there are numerous references to "this", because
    the event
    handler functions operate in the same scope as the object to
    which the
    association is made. In AS3, the references aren't to "this",
    but rather to
    the same animation clip by its *intance name*, because in
    AS3, the scope
    operates in the same timeline in which the code appears
    (namely, in this
    case, the main timeline).
    In the reversePlay() function, in order to emulate a "this"
    sort of
    setup, I'm referring to the parameter that gets passed to all
    event handler
    functions in AS3. I happened to name it "evt" (for event),
    but you can call
    it what you like. In the case of reversePlay(), the evt
    parameter refers to
    an instance of the Event class, which has a target property.
    The target
    property refers to the object that dispatched the event --
    happens to be
    animation, in this case. So evt.target, in this context,
    refers to
    animation, which is what I invoke the MovieClip.prevFrame()
    method on.
    I've uploaded a handful of FLA files to my server. I won't
    keep them
    there forever ... maybe a couple weeks, as of this post:
    http://www.quip.net/RewindTestAS3.fla
    http://www.quip.net/RewindTestAS3_new.fla
    http://www.quip.net/RewindTestAS2_new.fla
    David Stiller
    Co-author, ActionScript 3.0 Quick Reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

  • How do I View Guides for Movie Clips in Relation to Entire Scene?

    My boss purchased a flash animation from a company a few months ago that she now needs me to fix. The goal is to resize the animation to different dimensions for a new banner. I took the original file, brought up the document settings, and changed the size to the new one we need, and hit the "scale content" checkbox. The file I have after doing this is shown below; I have highlighted the shape I will be talking about in pink. Nothing is the correct size now so I am trying to resize them to fit the stage area. I am having trouble with the green shape that is highlighted Pink.
    The person who originally made this file made that highlighted shape into a movie clip and then dropped it in to the main timeline. I was wondering if there was a way that I could see where that shape is in relation to the area of the entire stage and the other objects in the main timeline? Meaning if I am inside of the greenblock movie clip all I see is what is below:
    With this view I cannot tell where that shape is in relation to everything else. I am hoping someone can tell me how to view the guides from my main file inside of this movie clip( I already have guides turned on), or any other way of seeing what size and where my shape is in relation to rest of the objects on the stage of my main file. I would take any option that would let me tweak the green shape inside of the movie clip and see in real time how it looks in relation to the rest of the items on the stage as I make changes.
    Any suggestions on how to get perspective on where my movie clip is in relation to the stage and other objects on it would be greatly appreciated.
    Sincerely,
    Tissal

    Somehow double clicking on your system seems to be connected to the command
    fl.getDocumentDOM().enterEditMode('');//the view where you don`t see the rest of your stage
    whereas normally it defaults to
    fl.getDocumentDOM().enterEditMode('inPlace'); //the view where you can see everything els on stge alphablended
    you can either create a shortcut to
    edit>edit in place or alter the standard behaviour of your double click
    or right click(Windows) or ctrl-click(MAc) the mc and choose Edit in Place

  • Movie clip resize not working when image is loaded

    Hello,
    I'm having some strange luck in building an image slide
    show. I load the image paths into an array from an XML
    page and then step through the array elements w/ forward and
    back buttons.
    I have an empty image clip on the stage where I create an
    empty movie clip inside each time a new image is loaded. I load the
    image into the second movie clip like this:
    [code]
    _root.picsPage_mc.mc_pic_loader.mc_individual_pic_loader.unloadMovie();
    _root.picsPage_mc.mc_pic_loader.createEmptyMovieClip(
    'mc_individual_pic_loader', 1 );
    _root.load_movie_and_stop(
    _root.picsPage_mc.mc_pic_loader.mc_individual_pic_loader,
    _root.photo_array[_root.photo_index].image,
    _root.picsPage_mc.mc_pbar, 'regular_load');
    [/code]
    The load_movie_and_stop function is as follows:
    [code]
    function load_movie_and_stop( target_mc:MovieClip,
    movie_clip_to_load:String, p_bar:MovieClip, action:String )
    mc_loader._width = 0;
    mc_slider_bar.mc_drag_pan._x = 0;
    if( action != 'simple_load' )
    p_bar._visible = true;
    p_bar.bar._width = 0;
    var mclListener:Object = new Object();
    mclListener.onLoadStart = function( target_mc )
    if( action != 'simple_load' && action !=
    'regular_load' ){ target_mc.stop(); }
    if( action == 'load_and_play' ){ target_mc.play(); }
    mclListener.onLoadInit = function( target_mc )
    _root.resize_movie_clip(target_mc, 160, 120, 250, 190);
    if( action == 'load_and_stop' ){ target_mc.stop(); }
    mclListener.onLoadProgress = function( target_mc )
    if( action != 'simple_load' )
    percentLoaded = Math.floor( (
    target_mc.getBytesLoaded()/target_mc.getBytesTotal() )*100);
    p_bar.bar._xscale = percentLoaded;
    p_bar.txt_percent = percentLoaded + "% loaded.";
    mclListener.onLoadComplete = function( target_mc ){
    p_bar._visible = false; }
    var my_mcl:MovieClipLoader = new MovieClipLoader();
    my_mcl.addListener(mclListener);
    my_mcl.loadClip( movie_clip_to_load, target_mc );
    }//___endFunc___
    [/code]
    After the image is loaded into the movie clip, I then resize
    the image to be a specific width.
    The image resizing is done w/ this function:
    [code]
    function resize_movie_clip(clip_loader_name:MovieClip,
    max_width:Number, max_height:Number )
    orig_width = clip_loader_name._width;
    orig_height = clip_loader_name._height;
    aspect_ratio = orig_width / orig_height;
    if( (orig_width > max_width) || ( orig_height >
    max_height ) ) // If either dimension is too big...
    if( orig_width > orig_height ) // For wide images...
    new_width = max_height;
    new_height = new_width / aspect_ratio;
    else if( orig_width < orig_height )
    new_height = max_height;
    new_width = new_height * aspect_ratio;
    else if( orig_width == test_height )
    new_width = max_width;
    new_height = max_width;
    else { trace( "Error reading image size."); return false; }
    else { new_width = orig_width; new_height = orig_height; }
    clip_loader_name._width = Math.round(new_width);
    clip_loader_name._height = Math.round(new_height);
    [/code]
    Now, 98% of the time this works perfectly, but there is some
    certain times where the image resizing is completely ignored and
    the image gets loaded as it's normal size.
    Can anyone see why the image sizing get's ignored in some
    instance?
    Thanks for any help,
    Clem

    Found the solution that worked (used ._xscale and ._yscale
    instead of ._width and ._height
    [code]
    function resize_movie_clip(clip_loader_name:MovieClip,
    max_width:Number, max_height:Number, center_offset:Number )
    if( (clip_loader_name._width > max_width) || (
    clip_loader_name._height > max_height ) ) // If either dimension
    is too big...
    if( clip_loader_name._width > max_width )
    _root.picsPage_mc.txt_test = "func if 1";
    clip_loader_name._width = max_width;
    clip_loader_name._yscale = clip_loader_name._xscale;
    if( clip_loader_name._height > max_height )
    _root.picsPage_mc.txt_test = "func if 2";
    clip_loader_name._height = max_height;
    clip_loader_name._xscale = clip_loader_name._yscale;
    else { new_width = orig_width; new_height = orig_height; }
    [/code]

  • Attach movie clips using seperate functions

    I'm having a little trouble with the following code. I'm
    calling two functions: init() and inittwo() to attach some movie
    clips to the stage. If I comment one of them out, the other works
    fine and the movement is okay. But as it is, only the "cloud" movie
    clips are being attached. I need for the clips in the "dreamarray"
    to be attached, and then for the "clouds" to be attached with a
    second function. I'm probably not going about this the right way,
    but I could sure use some help!
    It would also be cool if I could attach the dreams at set "x"
    values instead of random distribution. I'm not sure how to set a
    seperate x value for each item in the array being attached.
    var numClouds:Number = 10;
    var fl:Number = 250;
    var gravity:Number = .5;
    var vx:Number = 0;
    var vy:Number = 0;
    var vz:Number = 0;
    var friction:Number = .97;
    var vpX:Number = Stage.width / 2;
    var vpY:Number = Stage.height / 2;
    var vpY:Number = 400;
    var dreamarray:Array = new Array();
    dreamarray[0] = "dreamone";
    dreamarray[1] = "dreamtwo";
    dreamarray[2] = "dreamthree";
    init();
    inittwo();
    function init() {
    for (var i:Number = 0; i<dreamarray.length; i++) {
    var dream:MovieClip = attachMovie(dreamarray
    , "dreamarray" + i, i);
    //var dream:MovieClip = attachMovie("dreamone", "dreamone" +
    i, i);
    dream.x = Math.random() * 1600 - 800;
    dream.y = 50;
    dream.z = Math.random() * 800;
    //trace("functioncall");
    //tree.x = Math.random() * 2000 - 1000;
    //tree.y = 50;
    //tree.z = Math.random() * 10000;
    function inittwo() {
    for (var j:Number = 0; j<numClouds; j++) {
    var cloud:MovieClip = attachMovie("cloud", "cloud" + j, j);
    //tree.x = 400;
    cloud.x = Math.random() * 1600 - 800;
    cloud.y = 50;
    cloud.z = Math.random() * 800;
    function onEnterFrame():Void {
    if(Key.isDown(Key.UP))
    vz -= 1;
    else if(Key.isDown(Key.DOWN))
    vz += 1;
    if(Key.isDown(Key.LEFT))
    vx += 1;
    else if(Key.isDown(Key.RIGHT))
    vx -= 1;
    if(Key.isDown(Key.SPACE))
    vy += 1;
    vy -= gravity;
    vx *= friction;
    vy *= friction;
    vz *= friction;
    for (var i:Number=0;i<dreamarray.length;i++) {
    //i think there is a error here
    var dream:MovieClip = this["dreamarray" +i];
    dream.x += vx;
    dream.y += vy;
    dream.z += vz;
    if(dream.y < 200)
    dream.y = 200;
    vy = 0;
    if (dream.z <= -fl) {
    dream.z += 1000;
    else if(dream.z > 1000 - fl)
    dream.z -= 1000;
    var scale:Number = fl / (fl + dream.z);
    dream._xscale = dream._yscale = scale*100;
    dream._x = vpX + dream.x * scale/2;
    dream._y = vpY + dream.y * scale/2;
    //dream._x = dream.x * scale/2;
    dream._alpha = scale * 60 + 40;
    dream.swapDepths(-dream.z);
    for (var j:Number=0;j<numClouds;j++) {
    var cloud:MovieClip = this["cloud" + j];
    cloud.x += vx;
    cloud.y += vy;
    cloud.z += vz;
    if(cloud.y < 50)
    cloud.y = 50;
    vy = 0;
    if (cloud.z <= -fl) {
    cloud.z += 500;
    else if(cloud.z > 10000 - fl)
    cloud.z -= 10000;
    var scale:Number = fl / (fl + cloud.z);
    cloud._xscale = cloud._yscale=scale*200;
    cloud._x = vpX + cloud.x * scale;
    cloud._y = vpY + cloud.y * scale;
    cloud._alpha = scale * 60 + 40;
    cloud.swapDepths(-cloud.z);

    Hi Ive just taken a very quick look at your code and Ive
    noticed at least one or two mistakes.
    you are calling:
    init();
    inittwo();
    before the actual functions have been declared.
    Flash works from top to bottom when actioning code so by
    calling:
    init();
    inittwo();
    bofore the function has been declared and this will do
    nothing as it cannot find the functions to call as they have been
    declared AFTER the function calls.
    The best thing to do is put any calls right at the bottom and
    then you will know everything is ready to be triggered.

  • Help! Remove Movie Clips

    OK...here's my problem... I am making a portfolio site and I
    have my thumbnails being created dynamically through XML...very
    similar to the galleries example in the Sample and Tutorials. Only
    problem is that I have multiple keyframes with different thumbnails
    that need to be displyed through a different XML file. I got it to
    work but the thumbnails from the first frame are still showing on
    the second frame...How do I remove the dynamically created movie
    clips?

    OK...here's the code...At thebottom of the document, I need
    to remove the clips created on the next button. This is the same
    code from the gallery sample file; I just added my own XML file.
    stop();
    import mx.transitions.*;
    _global.thisX = 30;
    _global.thisY = 70;
    _global.stageWidth = 600;
    _global.stageHeight = 400;
    var gallery_xml:XML = new XML();
    gallery_xml.ignoreWhite = true;
    gallery_xml.onLoad = function(success:Boolean) {
    try {
    if (success) {
    var images:Array = this.firstChild.childNodes;
    var gallery_array:Array = new Array();
    for (var i = 0; i<images.length; i++) {
    gallery_array.push({src:images
    .firstChild.nodeValue});
    displayGallery(gallery_array);
    } else {
    throw new Error("Unable to parse XML");
    } catch (e_err:Error) {
    trace(e_err.message);
    } finally {
    delete this;
    gallery_xml.load("gallery_practices2.xml");
    function displayGallery(gallery_array:Array) {
    var galleryLength:Number = gallery_array.length;
    for (var i = 0; i<galleryLength; i++) {
    var thisMC:MovieClip =
    this.createEmptyMovieClip("image"+i+"_mc", i);
    mcLoader_mcl.loadClip(gallery_array.src, thisMC);
    preloaderMC = this.attachMovie("preloader_mc",
    "preloader"+i+"_mc", 5000+i);
    preloaderMC.bar_mc._xscale = 0;
    preloaderMC.progress_txt.text = "0%";
    thisMC._x = _global.thisX;
    thisMC._y = _global.thisY;
    preloaderMC._x = _global.thisX;
    preloaderMC._y = _global.thisY+20;
    if ((i+1)%5 == 0) {
    _global.thisX = 20;
    _global.thisY += 80;
    } else {
    _global.thisX += 80+20;
    var mcLoader_mcl:MovieClipLoader = new MovieClipLoader();
    var mclListener:Object = new Object();
    mclListener.onLoadStart = function() {
    mclListener.onLoadProgress = function(target_mc, loadedBytes,
    totalBytes) {
    var pctLoaded:Number =
    Math.round(loadedBytes/totalBytes*100);
    var preloaderMC =
    target_mc._parent["preloader"+target_mc.getDepth()+"_mc"];
    preloaderMC.bar_mc._xscale = pctLoaded;
    preloaderMC.progress_txt.text = pctLoaded+"%";
    mclListener.onLoadInit = function(evt:MovieClip) {
    evt._parent["preloader"+evt.getDepth()+"_mc"].removeMovieClip();
    var thisWidth:Number = evt._width;
    var thisHeight:Number = evt._height;
    var borderWidth:Number = 2;
    var marginWidth:Number = 8;
    evt.scale = 8;
    evt.lineStyle(borderWidth, 0x000000, 100);
    evt.beginFill(0xFFFFFF, 100);
    evt.moveTo(-borderWidth-marginWidth,
    -borderWidth-marginWidth);
    evt.lineTo(thisWidth+borderWidth+marginWidth,
    -borderWidth-marginWidth);
    evt.lineTo(thisWidth+borderWidth+marginWidth,
    thisHeight+borderWidth+marginWidth);
    evt.lineTo(-borderWidth-marginWidth,
    thisHeight+borderWidth+marginWidth);
    evt.lineTo(-borderWidth-marginWidth,
    -borderWidth-marginWidth);
    evt.endFill();
    evt._xscale = evt.scale;
    evt._yscale = evt.scale;
    evt._rotation = Math.round(Math.random()*-10)+5;
    evt.onPress = function() {
    this.startDrag();
    this._xscale = 30;
    this._yscale = 30;
    this.origX = this._x;
    this.origY = this._y;
    this.origDepth = this.getDepth();
    this.swapDepths(this._parent.getNextHighestDepth());
    this._x = (_global.stageWidth-evt._width+30)/2;
    this._y = (_global.stageHeight-evt._height+30)/2;
    mx.transitions.TransitionManager.start(this,
    {type:mx.transitions.Photo, direction:0, duration:1,
    easing:mx.transitions.easing.Strong.easeOut, param1:empty,
    param2:empty});
    evt.onRelease = function() {
    this.stopDrag();
    this._xscale = this.scale;
    this._yscale = this.scale;
    this._x = this.origX;
    this._y = this.origY;
    evt.onReleaseOutside = evt.onRelease;
    mcLoader_mcl.addListener(mclListener);
    next_btn.onRelease= function() {
    gotoAndStop(2);
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    gotoAndStop(1);
    }

  • Center movie clips dynamically, as3.0

    Hi.  I have seen this discussed both on Adobe Forums and other sites but I can't seem to make sense of the code supplied by what I have seen thus far.
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    the code is something like this:
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    3. add an enter-frame event listener to change the scale of the path randomly .... and this is the moment i want to change the default top,left registration point to the center,center of the path.  each path has its own registration point as i can tell thus far but at this point the scale is happening from the top,left of the container rather than about the path's own self.  and if it were to happen about the path i would have to get the bounds of the path and do some averaging to center the registration point.
    unfortunately i don't know what the code looks like to achieve what i'm trying to get.
    any help is appreciated.  thanks in advance.

    Well if using the graphics.lineTo method is Bitmap data then that is what I'm using.  But each call to the shape that I'm drawing is a new Shape(); .  The second paragraph you wrote seems a bit daunting when viewing it in the abstract sense.  Your first reply was a bit more concrete but I guess the first response didn't account for everything being in one container.  Should I create a container2 Movie Clip and create that as a new box on a per-shape basis so that I have multiple container2 mc's in the following path:
    container.container2[i].shape[i] where i would be an index (such that i++) though the code wouldn't be written exactly that way. ?
    (To store localX,Y positions in an array or vector shouldn't be too hard but I would need to try it several times before I get it right).

  • Mask works in movie clip, not in scene

    I've created a movie clip with a mask that I'm using in a
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    The really strange thing is that it was working, but suddenly
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    Does anyone have an idea of why this would be?
    Any help GREATLY appreciated!
    dm

    scenes are nothing more than the main timeline divided.
    Nothing different from one scene to the
    other in terms of layer and frame functionality - sounds to
    me like you simply dont have the mask
    and masked layers locked in that scene.
    ~~~~~~~~~~~~~~~~
    --> Adobe Certified Expert
    --> www.mudbubble.com
    --> www.keyframer.com
    ~~~~~~~~~~~~~~~~
    dkmiles wrote:
    > I've created a movie clip with a mask that I'm using in
    a main scene. The mask
    > looks fine while editing/working the movie clip, but
    does not show up in the
    > scene.
    >
    > The really strange thing is that it was working, but
    suddenly now it won't
    > show up in the scene any longer. I've tried replacing
    it, making a new layer
    > and bringing it in again. But nothing works.
    >
    > Does anyone have an idea of why this would be?
    >
    > Any help GREATLY appreciated!
    >
    > dm
    >

  • Misplaced Movie Clips in iPhoto Library

    Hello
    I'm hoping that you may be able to help me out with the following situation and advise me if I am on the right lines or need to stop and do something else! I have searched through the forum for similar problems and have tried to follow the suggestions found.
    I fear something strange has happened, although I have been careful to heed the dire warnings about fiddling with things in the iPhoto Library folders. I include information which I think may be relevant.
    Over a period of time (years!), I have imported a series of photos and 30 second video clips of music concerts from a Canon camera and they are sorted into Film Rolls. In some instances in order to remember which songs the video clips represent I have renamed the file - e.g. MVI_0052.AVI is now RTY MVI_0052.AVI. When clicking on the renamed file, it plays in QuickTime, but the name that displays at the top of the image is the original MVI_0052.AVI.
    Q: Does renaming the file create a duplicate, or does it simply create a link from the renamed file to the original?
    Q: Would it be better not to rename the files, but to use keywords to differentiate them? If I edit the renamed files and revert them to the original name will this help with the problem below or confuse things more?
    Some of the video clips will not play when clicked on in the Film Roll; they seem to have converted from .avi to .jpeg.
    If I do a search in spotlight on (for example) just the MVI_0052 tag, the original movie clip is usually found in the Movies list, often with the following location:
    /Users/myname/Pictures/iPhoto Library/2001/01/01/Originals
    I can drag this clip to the Desktop, Import it into iPhoto Library, move it into the correct roll, where it retains the MVI_0052 tag. So, I now have two copies of the clip in the appropriate roll. Whichever one I click on, both play as MVI_0052. Should I delete one from the film roll? If so, which one - the MVI_0052 I just dragged in or the renamed one RTY MVI_0052?
    Incidentally, the 2001 folder is vast, contains 37.8 GB and seems to have been created in August 2006. The sub-folder /Users/myname/Pictures/iPhoto Library/2001/01/01 contains an assortment of files:
    a) The majority are jpeg images of MVI files, e.g. MVI_0008.jpg; these show the jpeg icon against the file name until you click on it and then the picture (which seems to be a still of the MVI file) appears.
    b) Within this folder there are just a few genuine MVI files, e.g. MVI-0008.AVI
    c) There are also a few AVI files which have the QuickTime Player icon against the file name. These will also play when clicked on.
    The file: /Users/myname/Pictures/iPhoto Library/2001/01/01/Originals contains only .AVI files and many of them.
    Some of the movie files have simply disappeared. That is, they exist in the Film Roll, but nothing happens if I click on the file; a Spotlight search does not find them anywhere on the hard drive. I suspect these are lost forever and would be better deleted.
    If anyone can tell me whether I am doing the right thing by dragging the .avi file from the spotlight finder location to the desktop and then importing it into the iPhoto Library again that would be really helpful. I fear it will take some time to work through all the film rolls and verify each movie clip, but I imagine this is the only way to find those that are retrievable.
    I am wanting to move the iPhoto Library to a LaCie external hard drive and delete from my laptop, but before I do I think I need to sort this out. Apologies for such a long post, I have tried to give all the information that might be relevant.
    Thanks for your time and interest.....and yes, I do know I should have backed it up along time ago; some lessons are learnt the painful way
    Jill

    Thanks Terence for your swift response.
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