Tinting part of an animated movie clip
Hello - I have a need to tint part of an animated movie clip. For example, I might have a movie clip that consists of 2 layers, 1 layer that is tinted, and one layer that is not tinted. The animation needs to be done by an artist - it is not an algorithmic animation.
One way to do this is to make each layer a separate movie clip. Then I can apply a tint using the colorTransform property in ActionScript 3 on the 2nd movie clip. This works correctly but has several issues:
It makes it extremely difficult for the artist who creates the original animation. They can't scroll through the timeline and see what the final result looks like (like they could before the layers were converted to movie clips).
In order to drive the animation, you have to call gotoAndPlay on each sub-movie clip, instead of just once at the root level. This can cause mistakes if one movie clip's animation is slightly different than the other's.
I've played around with a ton of ways to do this, but nothing seems to work - either the tint ends up getting lost as the movie clip plays, or the tint sticks but the animation on the movie clip disappears.
Some examples of the types of things that would make this possible would be being able to assign a Tint setting from the the Flash IDE to an actionscript variable that I could change dynamically, being able to apply tints to layers instead of movie clips, etc. As far as I can tell, none of this is accessible in actionscript.
Does anyone have suggestions on how I can solve this problem, either through actionscript or by changing how the original Flash .fla is set up? To reiterate - making it so the artist can easily create the animation and maintain it is a top priority.
Thanks!
it doesn't matter what kind of loop you use as long as it
checks frequently enough to catch the termination condition, not
too frequently so it wastes computing resources and terminates when
no longer needed.
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Animated movie clips in button skin states
Hello to gurus out there,
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Thnaks!
CSS file:
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they can be imported into your main (or, any other ) timeline but that's not recommended because of possible audio/video sync problems.
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can you add an flvplayback component to your stage? if so, in the properties panel assign an instance name (eg, flv_pb). if you can do that successfully, open the actions panel (window>actions) and paste,
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and test. any problem?
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Play animation (movie clip) randomly as3
Hello,
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I want the animation (shooting star) to play at random times.
Many thanks indeed.
Damienon the last frame of your movieclip attach:
stop();
this.dispatchEvent(new Event("finished"));
right click your movieclip in the library, click linkage, tick export for actionscript and assign a class (eg, Starmove).
you can then use:
var minTime:uint = 1000;
var maxTime:uint = 3000;
var timer:Timer=new Timer(timeF(),0);
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function timeF():uint{
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Movie clips inside an animated movieclip
Hello- I have been trying to get movieclip buttons inside an
action script animated movie clip to work and have no luck doing
so. The inside movieclips act as if they dont have over or out
states; but when i comment out the animation, they work fine...
here is my code- (Please note im am a newbe at action script so any
suggestions on improving current code will be greatly appreciated)
stop();
import mx.transitions.Tween;
import mx.transitions.easing.*;
function upFunction() {
var xPosT:Tween = new Tween(kText, "_x", Strong.easeOut,
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function downFunction() {
var xPosT:Tween = new Tween(kText, "_x", Strong.easeOut,
kText._x, 200, 1, true);
kText.btn.onRelease = function():Void {
_root.play();
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upFunction();
kText.useHandCursor = false;
kText.onRollOut = function():Void {
downFunction();
kText is the animated movieclip, btn is the button inside
kText
Thanks!if you define any mouse handlers for a parent movieclip (like
kText) it will intercept all mouse events so child movieclips (like
kText.btn) do not see the mouse events.
to remedy define all mouse handlers for shapes (converted to
movieclips), buttons and movieclips on kText's timeline or use a
loop with hitTest one the parent or child -
Cursor stops movie clip buttons
I have animated movie clips as buttons. When the animation
reaches the point where the cursor sits on the button it vanishes.
Here is the script I have on the main time line:
//news_mc is the instance name of my movie clip button
news_mc.addEventListener(MouseEvent.CLICK, newsPage);
news_mc.addEventListener(MouseEvent.MOUSE_OVER, newsRollOn);
news_mc.addEventListener(MouseEvent.MOUSE_OUT, newsRollOff);
news_mc.buttonMode = true;
function newsRollOn(event:MouseEvent):void {
news_mc.gotoAndPlay("in");
function newsRollOff(event:MouseEvent):void {
news_mc.gotoAndPlay("out");
function newsPage(event:MouseEvent):void {
gotoAndStop("news");
I know there is something about
news_mc.mask = ??? I'm not sure if I sure what part of the
mask I use. I have a layer that has the button background (instance
name - background) and then the 2 layers that form the animated
mask - the mask layer contains a copy of the button background
(instance name - background2) and then the animated later of the
mask contains a gradient that slides over the button (instance name
- masker).
What is happening?ROLL_OVER and ROLL_OUT rather than mouse_over and _out did
the trick! -
Making movie clips play in reverse in AS 3.0
Hey all. I'm changing all my files to AS 3.0 because of some
new elements I'd like to use in flash CS4.
Here:
http://www.iaw-atlanta.com/IvyLeague1-13-09.html
I have the menu navigation at the bottom with 4 buttons. When the
buttons are moused over they ascend and when they are moused out
the movie plays in reverse so that they descend. Basically in the
movie clip, I have it stopped as well as gotoAndPlay the next frame
when the button is moused over and then have a script telling it to
reverse when moused out. I know how to do this in AS 2.0 but how
can I translate the script to 3.0?DjPhantasy5,
> Ok thanks, I'll see what he also has to say as well.
Actually, NedWebs pretty much nailed it. :) The approach
you've taken
is an interesting one, because it scales all the way back to
Flash Player 5,
which didn't yet support the MovieClip.onEnterFrame event.
Without that
event, you need something like your "controller" symbol -- a
separate
looping timeline -- to perform code that depends on frame
loops.
Available as of Flash Player 6, that event would allow you
to
consolidate your code a bit by putting it all in a single
frame and avoiding
the extra movie clip symbol. That doesn't mean your approach
is wrong, by
any stretch. In fact, it's good to know your options, because
if you ever
need to publish to Flash Player 5, you'll probably do best to
use the setup
you've taken.
I'll demonstrate onEnterFrame in just a bit, in case you
want to take a
look at that.
>> there's no _root reference in AS3, but you can use a
>> MovieClip(this.parent) (which replaces what _parent
>> used to do) to locate something outside of the
immediate
>> movieclip.
The term "parent," in this context, is technically a
property of the
MovieClip class, which means all movie clips in AS3 have
access to the
"parent" feature, which points to the timeline that contains
the movie clip
in question. Buttons also feature a "parent" property. In
AS2, this
property acted exactly the same, only it was preceeded by an
underscore.
In fact, NedWebs' suggested code works the same in your
existin file.
Instead of this:
// Your existing code ...
if (_root.animation._currentframe>1) {
_root.animation.prevFrame();
this.gotoAndPlay(2)
if (_root.animation._currentframe<=1) {
this.gotoAndStop(1);
... you could be using this:
// Alternative code ...
if (_parent.animation._currentframe>1) {
_parent.animation.prevFrame();
gotoAndPlay(2)
if (_parent.animation._currentframe<=1) {
gotoAndStop(1);
... because from this scope -- that is, from this point of
view -- the
MovieClip._parent property points to the same timeline that
_root does.
That changes, of course, based on how deeply nested the
current scope is.
The term "this" in the above code is optional, because Flash
understands
what scope you're in. From the point of view of this code,
_parent is
understood to refer to the current scope's parent timeline,
just like
gotoAndPlay() is understood to refer to the current scope's
own timeline.
You could precede either of those by "this" or not.
Many people will argue that _root is probably best avoided,
only because
it's a slippery slope. It doesn't always refer to the main
timeline you
think it does, depending on whether or not your SWF is loaded
into another
SWF at runtime. Meanwhile, _parent *always* refers to the
immediately
parent timeline.
So when you look at it that way, this perfectly valid AS2:
if (_parent.animation._currentframe>1) {
... isn't much different at all from its AS3 counterpart:
if (MovieClip(parent).animation.currentFrame>1) {
It would be nicer if you didn't need to cast the parent
reference as a
movie clip here, but if you don't, AS3 doesn't realize that
the scope in
question is a movie clip.
>> You can string them along as...
>> MovieClip(this.parent.parent)
Exactly.
>> Your _currentframe in the the controller becomes
>> currentFrame. That's about it. The rest of what I
>> saw will fly as is.
Not quite. AS3 doesn't support the on() or onClipEvent()
functions, so
you won't be able to attach your code direction to the
button. Instead,
you'll have to put it in a keyframe -- which you can also do
with AS2. It's
a good idea, in any case, because it allows you to put all
your code in one
place, making it easier to find.
Here's a quick note on direct attachment:
http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
To convert your existing FLA structure to AS3, you might,
for example,
do this:
animation.buttonMode = true;
animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener(MouseEvent.ROLL_OVER,
overHandler);
function outHandler(evt:MouseEvent):void {
controller.gotoAndPlay(2);
function overHandler(evt:MouseEvent):void {
controller.gotoAndPlay(4);
That takes care of the on(rollout) and on(rollover) code in
your current
version. The first line (buttonMode) is only necessary
because I got rid of
the button symbol and, instead, associated the event handlers
directly with
your animation clip. (Movie clips handle button-style events,
too, so you
don't need the button.) In AS3, event handling is very
straightforward:
you reference the object (here, animation), invoke its
inherited
addEventListener() method, then pass in two parameters: a)
the event to
listen for, and b) the function to perform when that event
occurs.
You can see that spelled out above. In AS2, there are quite
a few ways
to handle events, including on()/onClipEvent(), so it's
harder to know when
to use what approach. For buttons and movie clips, the
princple works the
same as I just showed, but the syntax is different.
Let's take a quick look at reducing all this code by using
the
onEnterFrame event. First, check out this AS2 version:
animation.onRollOut = outHandler;
animation.onRollOver = overHandler;
function outHandler():Void {
this.onEnterFrame = reversePlay;
function overHandler():Void {
this.onEnterFrame = null;
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." -
Can anyone help? I am building a site that requires the user
to click on a button to change a large JPG image in a movie clip.
The button is part of a small movie clip that contains a text
number which is the button in question and a thumbnail of the large
image. I need the button to play when rolled out (to fade out the
thumbnail image) and I need the large JPG image to be replaced by
another large JPG image when the button is released. The button
instance is "Load Image" and the movie clip I want the new JPG to
load into is called "Holding Pic". Should I put the action script
on the main timeline? If so, where? Or should I attach the script
to the button?
Many thanks.This is an article on AS3 but the answer to your question is
the same. You can find it in the first few paragraphs.
http://www.adobe.com/designcenter/flash/articles/flacs3it_astimeline.html -
Accessing movie clip from flash swf file
I have the situation where in flash i created a simple
animated movie clip with few stop() commands on timeline. Movie
clip consists of simple animatio played on roll over and on roll
out which is controlled using actionscript. I loaded movie clip
into flash using [embed] tag but actionscript code is stripped,
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from flex?You need the FLA's to open in Flash.
You could download the free trial of a flash decompiler
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it will give you all of the art in the swf. -
How can I make the Instance name the same as the name of the Movie clip in an animation.
Hi, I am an animator for a small game project and I have this really big problem. Even though I used flash for animation for a long time I am a newbie when it comes to something technical. I just received a request to make every movie clip that I use to have a consistent <Instance name> in every frame of the animation. Only if they told me this earlier... Is there an easier way to make the <Instance name> the same as the name of the Movie clip used other than manually entering it. I have 16 characters with 12 body parts with 20 animations each with about 6-7 frames for each body part it will take me months and nightmares evey night to enter everything by hand. Please help me keep my sanity!
I'm not sure if I explain correctly, so here is a picture:
Thank you!Thank you for the fast answer! I found this video on jsfl functionality that deals with a similar problem, I am not a coder so it will take me some time to figure it out, but when I do I will probably post the answer here. Here is the video:
-
Difference between animated graphics and movie clips
What is the difference between the way they behave? When
would you use
one over the other?
Thanks in advance.One of the biggest differences (for me) is that instances of
MovieClips can have names, but Graphics don't. So that means if you
are going to use code to change the visibility or move it around
you will need to use a MovieClip.
The next difference is that a MovieClip's timeline plays
independently of the timeline it is on, but a graphics timeline
does not. To see this make yourself a nice little MovieClip (or
graphic) animation. Something easy like a ball moving across the
stage or so. Put that animation on the main timeline and make sure
the main timeline has only one frame. When you try it with the
animation as a MovieClip it will play, even though there is only
one frame on the timeline. That is because the movieclip's timeline
plays independent of the timeline it is on.
Change the clip to a graphic (you can do this with the drop
down panel or you can make a whole nother clip, your choice). When
you try the same experiment you will see that the graphic doesn't
play. That is because it is not independent of the main timeline.
If you extend the main timeline a few frames (keep it shorter than
the length of your animation) you will see that as a graphic the
animation will start to play and then jump back to the start. But a
movieclip will just keep playing.
So any time want something to play regardless of the timeline
it is on you will need a MovieClip. Anytime you want something to
play in sync with the timeline it is on you will want to use a
graphic.
So for frame/hand drawn animation you will most likey want to
use graphics. That way you can keep different parts of the
animation in sync. -
Subject : Slideshow looks bad
Hello guys
I have a project in my Final Cut just about done. I want to add my slideshow as part ofthe project and burn it to DVD. Inmy slideshow, there are some stills from the movie clips and some downloadedfrom the internet but they all look blur when playback and even worse if Iapply Ken Burn to it. Pleasesome one can tell my how to do it right or it can’t be done because thedownload quality and stills from the clip are not suitable or slideshow. Thank you
PSCThank you Ross.
The entire DVD containing Quick Time movies (Final CutExpress project) and slideshow was done in iPhoto. The Final Cut project was rendered prior to export to QT, the slideshow was sent to iDVD withoutrendering. The slideshow with most of the pictures from my still camera incombination with stills from movie clips and some downloaded from the Internet.After burning, the movie playback is perfect but the slideshow is not. The slideshow containing 3 differentkinds of pictures; those from my still camera looks OK; the stills from themovie clips and from the Internet are not. I don’t have much knowledge in this game, but I think NTSCwith frame size 720x480, and the downloaded picture Item Property shows most ofthem are between 400 to 500 x 300 to 600, may be both of them are not suitablefor TV screen while the stills from my still camera looks OK because they are2048x1536. Please enlightenme. Once again, thank you so much,I really appreciate the time you offered.
psc -
How can I convert my animation into a working movie clip that can be used with a new scene?
Hello all,
First and foremost, I AM A TOTAL FLASH NOOB. I want to preface this and make it incredibly clear how new this all is to me. I LITERALLY started using flash this morning; that is precisely how new I am.
With that being said I am going to do my best to explain what I'd like to do.
I have created an animation of a spider moving its legs back and forth. I want to be able to combine all of the layers into 1 simple animation that can be imported into new flash scenes with the animation exactly how it stands. I have figured out how to convert the whole animation into a symbol AND I have figured out how to import the movie clip from the library. However, herein lies my problem. When I open a new flash scene and import my animation, I play it and it does nothing at all. It's just the static image of the spider I created with no movement.
I've spent the last couple hours trying to figure out (and doing my own research) what I have done or didn't do to get to this point. I'd be willing to bet I am just going about the entire process incorrectly and I'm simple overlooking a basic facet of the program.
Any insight to fix my ignorance is greatly appreciated.
(P.S. Hell, I don't even know if I am using the correct terminology so for all I know I am confusing every person who has taken the time to look at my question. If I am using incorrect terminology please correct me to avoid future hang ups. Thank you.)Ned! This totally worked! Thank you! I knew there was a tiny piece of this whole thing that was preventing me from making everything work. Unfortunately as my luck would have it, although I have the movieclip working the spritesheet converter I'm using now no longer recognizes the movie clip. The converter says there are 7 frames in the animation, but doesn't display any working sprites. Just a blank sheet. Frustrating to say the least.
I'm just going to throw everything out on the table here:
This is the video tutorial i'm using to convert my animation into a spritesheet. I've done the steps exactly as directly up until the point I actually click "Begin Conversion." When begin conversion is selected, it shows the movieclip exists on the bottom left underneath "list of movieclips" but doesn't actually show any individual sprites.
Here's the simple sprite converter I am using.
The irony of this whole situation is that you have successfully helped me make a working movieclip (which was the important piece), but the converter no longer recognizes it. Whereas before, it would at least show the image on the 1 frame of animation it had.
If you wanted to to take a stab at it and see if you can successfully get it to work I'd be appreciative. If not, I totally understand as you have already been incredibly helpful and have my eternal gratitude for getting me this far. These animation programs can be quite overwhelming when they so vastly differ from one another. Don't even get me started no Anime' Studio Pro. -
Advice on animating lots of small movie clips
Hi,
I have a performance problem that may be best demonstrated
with an example.
http://www.b3ta.cr3ation.co.uk/data/swf/game1.swf
If you look at the animation and watch it for a while you
will see the
number of balls growing.
Initially the performance is so-so but eventually it becomes
totally
unacceptable. So I was wondering if anyone could impart
advice about any
optimizations.
Every tile is a movie clip and every ball is a movie clip
that tweens from
one tile to the next. I also need to read the frame the clips
are on but
when I bound a class to the balls clip it immediatly ran
unacceptably slow.
I have a plan B which involves creating tile animations of
each of the ball
animations, which I know would create a huge performance gain
but would mean
creating 510 tile animations and thus make the animations
unmaintainable.
TIA
WilI created a new tween object just the once for each x and y
as neeed. Would
that make much odds?
Is the other poster kglad correct in saying the number of
visible movie
clips in this instance shouldn't be causing problems?
Cheers
Wil
"sly one" <[email protected]> wrote in
message
news:enf1hs$rpb$[email protected]..
> How are you doing the tweens? OnEnterFrames? You will
want to delete each
> of
> the onEnterFrames as they each finish.
>
> Other than that you are running into a major Flash wall:
you can't have
> hundreds of animations running at the same time. Flash
just isn't built
> for
> that.
> -
Movie Clip in swf won't show animation in adobe premiere pro cs4
Hi, I am new to this forum and as well as a beginner user of adobe premiere pro cs4. I am recently making a animation using Adobe Flash CS5, I've been using movie clips symbol to create all the movement of the character, background and stuff. Unfortunately, swf movies exported from Adobe Flash CS5 do not show any animation at all in Adobe Premiere Pro CS4. I have to use movie clips symbol instead of graphic symbol because filters can be added to a movie clip symbol but not graphic symbol. Is there any way to help making the movie clip symbol to be shown in Adobe Premiere Pro CS4? Your help is much appreciated.
Check Flash help in the "video" section, specifically "moving content between" PR and FL. (I was looking at CS4, but it must be there in CS5 help as well.)
Your movie is to be watched on a TV? I would do this in After Effects. because you'll lose most of the flash functionality once you go to video anyway,
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