Using one instance of a Movie Clip to load Graphics from library

Hi all,
another question... How would i go about loading a variable into a movie clip and have it pull different graphics from my library at different spots in the main timeline???
thanks!
Patrick

Hi NED! thank you for all your help so far!!!
I was wondering about the flexability of loading movies into a movie clip.
Currently, thanks to your help i am well able to load one movie into a movie "loader" clip, but thought maybe there is a way to load additional movie clips into that same "loader" clip, as i am starting to accumulate several different graphics that i need to have be inside movie clips so that i can make them change colors on the same frame when needed.
i shot from the hip and tried this code, but didnt have any luck:
mc_LCD_loader.attachMovie("hilight", "g", 1), ("header", "X", 1);
mc_LCD_loader.g._x = 0;
mc_LCD_loader.g._y = 1000;
mc_LCD_loader."X"._x = 0;
mc_LCD_loader."X"._y = 1000;
- - - where "hilight" is the identifier name of a given movie clip and "header" is the identifier of a given movie clip in the same library...
"hilight" loads fine
i dont fully understand what "g" means to the identifier...
i am just unsure of how or if it is even possible to load another MC into the same MC Loader...
is it possible? if so could you give me a hint?
thank you!
- patrick

Similar Messages

  • Premier After Effects... How does one places the whole movie clip into AF?

    After years of using Premiere, I’m looking at using After Effects. Premiere does most of what I need (I don’t need moving graphics and titles) but the masking and rotoscoping seems to be better in After Effects. I’ve started a great video by Tom Green at school. This is probably silly question- I don’t understand is how does one places the whole movie clip into AF? I only see 30 seconds or so of the 5 minute clip on the timeline in AF.

    Ahh, thanks. I simply add more minutes (the length of the clip) into the "new composition".
    A new problem: When I try a dynamic link with premiere AE says “Failed to connect to adobe Premiere Pro Dynamic Link”, but PP will link with AE. I just installed AF last week. Do I need to uninstall and reinstall them (along with the rest of the Creative Suite)?

  • 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 of the project and burn it to DVD.  In my slideshow, there are some stills from the movie clips and some downloaded from the i

    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
    PSC

    Thank 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

  • Dynamically adding multiple instances of a movie clip to the stage with one button

    hello,
    I was wondering if there was a way to add several instances
    of the same movie clip to the stage dynamically utilizing one
    button.
    I can do one with the following code placed on the button...
    on (release) {
    attachMovie ("filledCircle", "filled1", 5);
    filled1._x = 370;
    filled1._y = 225;
    But I want the user to be able to hit the button again and
    get yet another instance of "filledCircle" on the stage.
    I also want the user to be able to drag these instances
    around...
    Any help would be appreciated...
    Thanks,
    Muhl

    Muhl,
    > I was wondering if there was a way to add several
    > instances of the same movie clip to the stage
    > dynamically utilizing one button.
    Sure thing.
    > I can do one with the following code placed on the
    > button...
    >
    > on (release) {
    > attachMovie ("filledCircle", "filled1", 5);
    > filled1._x = 370;
    > filled1._y = 225;
    > }
    Gotcha.
    > But I want the user to be able to hit the button again
    > and get yet another instance of "filledCircle" on the
    > stage.
    You're in luck, because this isn't very hard to do. The main
    thing to
    keep in mind is that each instance must have A) its own
    unique instance name
    and B) its own unique depth. In your example, the instance
    name is filled1
    and the depth is 5. The next clip's instance name should be
    filled2 at a
    depth of 6. Then filled3, depth 7, and so on. You can use a
    single
    variable to handle the incrementation.
    // code in a frame
    var counter:Number = 1;
    // code on your button
    on (release) {
    attachMovie ("filledCircle", "filled" + counter, counter +
    4);
    With me so far? The variable counter contains the numeric
    value 1. The
    second parameter of attachMovie() is provided with a
    concatenation of
    "filled" + 1, which makes "filled1". The third parameter is
    provided with
    the sum of counter plus 4, which makes 5. Obviously, we need
    a bit more.
    The button must, in addition, increment the value of counter.
    The ++
    operator handles this perfectly.
    on (release) {
    attachMovie ("filledCircle", "filled" + counter, counter +
    4);
    counter++;
    Now, it seems you also want to position the attached movie
    clip to (370,
    225). Are they call supposed to go to the same place? If so,
    you may use a
    second variable to hold a reference to the newly attached
    clip. Look up
    MovieClip.attachMovie(), and you'll see that the method
    returns the exact
    reference you need.
    // code in a frame
    var counter:Number = 1;
    var mc:MovieClip;
    // code on your button
    on (release) {
    mc = attachMovie ("filledCircle", "filled" + counter,
    counter + 4);
    counter++;
    mc._x = 370;
    mc._y = 225;
    Make sense?
    > I also want the user to be able to drag these instances
    > around...
    Then you need to handle a few events. You're dealing with
    movie clips
    here, so your best bet is to study up on the MovieClip class,
    which defines
    all movie clips. (Note, also, that the TextField class
    defines all input
    and dynamic text fields; the Sound class defines all sounds,
    etc. This is a
    very handy arrangement of the ActionScript 2.0 Language
    Reference.)
    // code in a frame
    var counter:Number = 1;
    var mc:MovieClip;
    // code on your button
    on (release) {
    mc = attachMovie ("filledCircle", "filled" + counter,
    counter + 4);
    counter++;
    mc._x = 370;
    mc._y = 225;
    mc.onPress = function() {
    this.startDrag();
    mc.onRelease = function() {
    this.stopDrag();
    Easy as that. You're simply assigning a function literal to
    the event
    of each new MovieClip instance as you create it. Take a look
    and you'll see
    each of these class members available to you -- that is, to
    all movie clips.
    MovieClip.onPress, MovieClip.startDrag(), MovieClip._x, etc.
    Wherever it shows the term MovieClip in the Language
    Reference, just
    replace that with the instance name of your clip -- or a
    reference to that
    clip (which even includes the global "this" property).
    David
    stiller (at) quip (dot) net
    Dev essays:
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • I created my first movie using one long video (all photos) clip created in Keynote and imported to Imovie.  I added many music clips, some overlapping. I now want to lay down a new updated video clip, eliminate the original but retain the audio. Can I?

    I created my first movie using one long video (a montage of photos) clip created in Keynote and imported to Imovie.  I added many music clips, some overlapping. I now want to lay down a new updated video clip, eliminate the original video, but retain the audio. Can I?  And if so, how.  I cant seem to
    find the info anywhere in help.

    I would suggest that you go to iMovie/Preferences and make sure that Advanced Tools are enabled.
    Then, you can drag your new video clip on top of your old clip and a popup menu should appear. Choose REPLACE.

  • Creating instances of a movie clip using Actionscript

    I have a script that pulls a specified amount of Movie clips
    from the library to the stage, and that part of my script works. I
    want to add a button that will stop the movie clips but the Movie
    clips do not have instance names since they were pulled onto the
    stage from my script. I was wondering if anyone had an idea on how
    I can do this.

    stop();
    var _sixSidedDie:Dice;
    chooseDice_btn.addEventListener(MouseEvent.CLICK, onClick1);
    random_mc.addEventListener(MouseEvent.CLICK, onClick2);
    random_mc.buttonMode = true;
    function onClick1(event:MouseEvent):void
    var diceTotal:Number = parseInt(totalDice_cb.text);
    gotoAndStop(2);
    for(var i:Number = 0; i < diceTotal; i++)
    _sixSidedDie = new Dice();
    _sixSidedDie.label = "SixDie" + i;
    _sixSidedDie.name = "sixDie" + i;
    addChild(_sixSidedDie);
    if(i == 0)
    _sixSidedDie.frame = 2;
    _sixSidedDie.x = 96;
    _sixSidedDie.y = 115.7;
    else if(0 < i && i < 5)
    _sixSidedDie.frame = 2;
    _sixSidedDie.x = i * 168 + 96;
    _sixSidedDie.y = 115.7;
    else if(4 < i && i < 10)
    _sixSidedDie.frame = 2;
    _sixSidedDie.x = (i - 5) * 168 + 96;
    _sixSidedDie.y = 276;
    else if(9 < i && i < 15)
    _sixSidedDie.frame = 2;
    _sixSidedDie.x = (i - 10) * 168 + 96;
    _sixSidedDie.y = 438;
    else if(14 < i && i < 20)
    _sixSidedDie.frame = 2;
    _sixSidedDie.x = (i - 15) * 168 + 96;
    _sixSidedDie.y = 598;
    function onClick2(event:MouseEvent):void
    event.target.sixDie0.gotoAndStop(Math.ceil(Math.random() *
    6));

  • Adding thousands of instances of a movie clip

    I am trying to add around 20,000 instances of a single small
    movie clip (HexTile) from the library into a container Sprite using
    actionscript. The problem is it loads immediately and it loads very
    slowly, so I would like to know if there is a way to preload it?
    The class that adds the movie clip library symbol (World) is not
    the document class, nor is it referenced from the document class. I
    have tried dragging an empty sprite linked to World, and I have
    tried exporting it to other frames as well is preloading it as it's
    own .swf...any suggestions would greatly appreciated! The code
    looks like:

    Hi
    I guess you can one thing. add dummy pre-loader before loop
    and then just hide it after loop ;)

  • How do I use a variable to set movie clip properties?

    I'm building a simple contact page that allows users to
    select a city from a comboBox. I'd like to pass the selected
    comboBox data through a variable that controls a movie clip with
    the same name. (already on the stage)
    locationListener.change = function (loc_obj:Object) {
    var loc_mc = loc_obj.target.selectedItem.data;
    loc_mc._visible = true;
    So far this hasn't worked. I've tested hardcoding the movie
    clip instance name (Atlanta._visible = true) and it works, but I
    can't figure out why using the variable loc_mc won't trigger
    interaction with the movie clip.
    Something simple, I assume. Thanks in advance for any
    help.

    clbeech:
    I tried using your suggestion, but for some reason it doesn't
    recognize it as naming the movie clip instance. I traced the
    variable and confirmed that the correct value (Atlanta) is being
    passed.
    I assume this is because the variable is not declared as a
    MovieClip, but I can't figure out how to convert it inside the
    function.

  • How to obtain instance name of Movie Clip?

    Hello!
    Is there a way to get the instance name of a move clip once it's on the stage?  In my dress up game, I need to know which items are on the doll in order to keep them visible.  My drag and drop feature uses an array and currentTarget:
    var dragArray:Array = [Doll.Drawers.Dress1, Doll.Drawers.Dress2, Doll.Drawers.Dress3, Doll.Drawers.Dress4];
              for(var i:int = 0; i < dragArray.length; i++)
                        dragArray[i].buttonMode = true;
                        dragArray[i].addEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
                        dragArray[i].addEventListener(MouseEvent.MOUSE_UP, item_onMouseUp);
    function item_onMouseDown(event:MouseEvent):void
                   var clip:MovieClip = MovieClip(event.currentTarget);
                   clip.startDrag();
    function item_onMouseUp(event:MouseEvent):void
                   var clip:MovieClip = MovieClip(event.currentTarget);
                   clip.stopDrag();
                   if(clip.hitTestObject(Doll.Skins))
                                 //Here's where the problem starts!   ----------------------------------------------  //
                                  trace("It's on the doll!");
    It can successfully run this code.  However, instead of tracing "It's on the doll!", I'd like to turn the currentTarget into it's instance name, which should be "Doll.Drawers.Dress1" etc... and then store that name in an array.
    How would I do this?
    I've looked into e.target.name, but I keep getting errors...

    use the name property of clip (if that's the movieclip whose name you want):
    var dragArray:Array = [Doll.Drawers.Dress1, Doll.Drawers.Dress2, Doll.Drawers.Dress3, Doll.Drawers.Dress4];
              for(var i:int = 0; i < dragArray.length; i++)
                        dragArray[i].buttonMode = true;
                        dragArray[i].addEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
                        dragArray[i].addEventListener(MouseEvent.MOUSE_UP, item_onMouseUp);
    function item_onMouseDown(event:MouseEvent):void
                   var clip:MovieClip = MovieClip(event.currentTarget);
                   clip.startDrag();
    function item_onMouseUp(event:MouseEvent):void
                   var clip:MovieClip = MovieClip(event.currentTarget);
                   clip.stopDrag();
                   if(clip.hitTestObject(Doll.Skins))
                                 //Here's where the problem starts!   ----------------------------------------------  //
                                  trace(clip.name);  // but that won't be Doll.Drawers.Dress1.  it might be Dress1.

  • Using cue points to acrivate movie clips

    I'm trying to write a simple piece of ActionScript that I can
    adapt and re-use easily. (I'm not very good at programming and I've
    been finding the "help" information very confusing.) I've devised
    quite an elegant solution, if only I could get it to work!.
    I'm using a single frame loop with an onEnterFrame
    construction that deletes itself when the flv has finished playing.
    I've set up a movie clip with various start points for animations
    to be activated at cue points. I'm testing for the cue points in
    the same frame, storing previous cue point names so that each cue
    point triggers the corresponding animation once only. I know the
    main logic works because I've tested it with trace statements to
    prove that the cue points are actually being reached. The problem
    is that the goToAndPlay instructions don't seem to activate the
    movie clip as intended.
    My best guess is that the stop action on the self-looping
    frame is also stopping the movie clip as soon as it starts. Even if
    that is true, I don't know how to solve the problem. And I'm sure
    one of you much more clever people will know better. Here's the
    code. Any suggestions?

    You can build out a menu by reading the cuePoints array in
    the NetStream.onMetadata handler, or by using the MetadataEvent
    with the FLVPlayback component (AS3). The simple thing for me to
    say is to refer to Chapter 9 of my new Flash Video book. :) (see
    link in my signature below.)

  • Dynamic  Instance for a MOVIE CLIP

    Hi Please help me!!!!!!!!!!
    I am creating dynamic Movie Clip using as3, but I don't have
    any idea about dynamic Instance name, please give me some idea that
    how I can assign Instance name for a movie clip.
    I am waiting your reply.
    Thanks
    Sushil Kumar

    You can assign a value to the name property of the MovieClip,
    but refering to the variable name of your MovieClip instance is
    preferable. This code illustrates the difference:

  • Using an array to assign movie clips to buttons

    Thanks in advance for any help you can give me!!
    I've got 5 movie clip buttons.  When a user rolls over a button, I want one movie clip to play. When a user clicks on that button, an alternate movie clip plays. I'm trying to use an array to assign certain movie clips to certain buttons and actions, but I'm not doing something quite right. I can get one button to work correctly, but then am having issues getting the other buttons to work.
    Here is the code I have:
    var currentPage:MovieClip;
    var currentScreen:MovieClip;
    var prevPage:MovieClip;
    var currentButton:MovieClip;
    var arrNavigation:Array = [{button:m1_mcButton, page:m1_mc, screen:s1_mc},
       {button:m2_mcButton, page:m2_mc, screen:s2_mc}]
    for(var i=0;i<arrNavigation.length;i++){
    arrNavigation[i].button.buttonMode=true;
    arrNavigation[i].button.addEventListener(MouseEvent.ROLL_OVER, onButtonOver);
    arrNavigation[i].button.addEventListener(MouseEvent.ROLL_OUT, onButtonOut);
    arrNavigation[i].button.addEventListener(MouseEvent.CLICK, onButtonClick);
    function onButtonOver(e:MouseEvent):void
    for(i=0;i<arrNavigation.length;i++) {
    if(arrNavigation[i].button == e.currentTarget)
    currentPage = arrNavigation[i].page;
    currentPage.gotoAndStop("over");
    function onButtonOut(e:MouseEvent):void{
    currentPage.gotoAndStop("out");
    function onButtonClick(e:MouseEvent):void{
    for(i=0;i<arrNavigation.length;i++) {
    if(arrNavigation[i].button == e.currentTarget)
    currentScreen = arrNavigation[i].screen;
    arrNavigation[i].screen.gotoAndPlay("over");

    if your buttons are movieclips, use:
    var currentPage:MovieClip;
    var currentScreen:MovieClip;
    var prevPage:MovieClip;
    var currentButton:MovieClip;
    var arrNavigation:Array = [{button:m1_mcButton, page:m1_mc, screen:s1_mc},
       {button:m2_mcButton, page:m2_mc, screen:s2_mc}]
    for(var i=0;i<arrNavigation.length;i++){
    arrNavigation[i].button.buttonMode=true;
    arrNavigation[i].button.addEventListener(MouseEvent.ROLL_OVER, onButtonOver);
    arrNavigation[i].button.addEventListener(MouseEvent.ROLL_OUT, onButtonOut);
    arrNavigation[i].button.addEventListener(MouseEvent.CLICK, onButtonClick);
    arrNavigation[i].button.ivar=i;
    function onButtonOver(e:MouseEvent):void
    currentPage = arrNavigation[e.currentTarget.ivar].page;
    currentPage.gotoAndStop("over");
    function onButtonOut(e:MouseEvent):void{
    currentPage.gotoAndStop("out");
    function onButtonClick(e:MouseEvent):void{
    currentScreen = arrNavigation[e.currentTarget.ivar].screen;
    currentScreen.gotoAndPlay("over");

  • How do you use only one plugin in Logic for multiple guitar tracks? I want to only use one instance of Pod Farm and run all my guitar tracks through that one instance.

    I want to be able to use only one instance of Pod Farm for my guitars, and have all of my guitar tracks run through it while I'm recording.

    What he said. Or here is a similar approach with a picture.
    1. Press the SEND button on every stereo (or mono) guitar track you want to send through the effect. Then select a free bus.
    2. Make sure you turn up the amount of send (in db). Holding alt while leftclicking on this circle sets the send level to 0 db wich is good.
    3. Open the mixer (Cmd+2). Please see that I here have turned the output off from the stereo guitar track. That way the only output will be the BUS, in your case the AmpTrack bus where all your guitars will pass through. If you want both the original guitar sound AND the Ampfarm effect then just set all outputs on your guitar tracks to Stereo Out, like the AmpF Bus track is set in my picture.
    4. Insert your AmpFarm plugin here. I don´t have that plug so I inserted Waves Renes Axe for demo purpose.
    Adjust the volume/effect of every guitartrack by turning the circle input shown as 2. in my picture.
    I now see that you mentioned Pod Farm, not AmpFarm. But I guess it´s the same trick.
    Have fun.
    Heyclown.
    Message was edited by: WizardSongs - Typhoos

  • Help - Using Cue Points to Play Movie Clips

    I have a FLV, into which I have placed about 8 cue points. I
    want a movie clip to play - (each movie clip is simply a snippet of
    supporting text for the video) - when a cue point is "hit". I am
    really quite baffled by most of the documentation that I have read
    so far.
    How can I do this? Many, many thanks for any support you can
    give.
    tommy53

    You can build out a menu by reading the cuePoints array in
    the NetStream.onMetadata handler, or by using the MetadataEvent
    with the FLVPlayback component (AS3). The simple thing for me to
    say is to refer to Chapter 9 of my new Flash Video book. :) (see
    link in my signature below.)

  • Using Events To Play Another Movie Clip

    Dear Readers:
    I have a set of buttons in my flash movie that, when a mouse
    cursor passes over it, another movie clip on the stage causes a
    layer with text to gradually appear from below. It pops up, so to
    speak, and eventually stops, displaying the text related to the
    button in full view.
    Passing over a different button causes the text layer to move
    downward, slowly disappear off the stage, then reappear in the same
    manner with text associated with that latest button. Its fairly
    simple and works fine, as long as the user waits patiently for the
    text layer to scroll down and back up before passing over another
    button. See code below.
    However, if the user decides to quickly pass over multiple
    buttons (before the text layer reaches the top), the event handler
    is coded such that if the mouseover event occurs BEFORE the text
    layer reaches the top, the text layer starts over at the bottom, so
    the transition is not smooth. Imagine the text layer just about to
    reach the top, when the mouseover event occurs, now the text layer
    starts over from the bottom. Very choppy.
    I'd like to grab the current frame of the text layer movie
    clip when the mouseover event occurs, and have the layer move back
    down from there, reach the bottom, then come back up, rather than
    starting from the bottom. Any help in coming would be great. Thanks
    in advance.

    yourI = setInterval(f,t) starts a loop. it repeatedly calls
    the function f() every t milliseconds until a clearInterval(yourI)
    is executed.
    the most common problem that occurs with setInterval() is
    executing it twice (or more) with no intervening clearInterval().
    when that happens all hell breaks loose and the swf will call the
    function much more rapidly than intended and can not be (easily)
    stopped no matter how many clearInterval() statements you try and
    execute.
    the easiest way to prevent that problem is to execute a
    clearInterval() just BEFORE all setInterval() statements. it
    doesn't hurt anything to (try and) clear and interval that doesn't
    exist and occasionally it'll stop the seemingly bizarre problems
    that occur with out-of-control intervals:
    clearInterval(yourI);
    yourI=setInterval(f,t);

Maybe you are looking for

  • Excise invoice for goods return

    Hi We are working on ECC 6.0. When we try to create Excise Invoice through J1IS for Ref doc Type MATD for Material Doc of 122 Movement Type we are getting the following error - "GL account has not been assigned for PLA AT1 in customisation" Can anyon

  • IBooks author corrections contractions incorrectly

    I recently started using iBooks Author and like the program but I'm having some trouble with the auto corrections it makes.  I want to leave autocorrect on as it corrects things I commonly mistype like hte instead of the, etc.  The problem I'm having

  • Touchscreen is not working

    The touchscreen of my iPhone GS is not working so my phone is frozen.  I can't open it or shut it down because the slider will not  move.  Any solutions?  Thanks!

  • Change request parameters

    Hi, I have a servlet and would like to change the request parameters before forwarding that request to another servlet. But how can I change the parameters? I thought it would work with request.setAttributes, but the parameters are not being changed.

  • Adobe Flash Media Interactive Server 3.5

    Hey, I am thinking about making a web site that streams HD movies and videos that I have created myself. I was wonder could you use Adobe Flash Media Interactive Server 3.5 to do so I know i would have to buy a dedicated server and a fast one with a