Importing Jpeg
I'm making a movie with a lot of high quality jpegs and importing each into the library has left me with a huge flash movie that doesn't run very smoothly because of the size. Is there a way to import the pictures dynamically so the image is taken right from the image file rather than being in the movie library?
Any help would be appriciated
Ryan
FlashKit > Flash Help > Flash MX
Posted on: 03-22-2004, 09:02 AM
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Problems Importing Jpeg
heLLo flasH masters:
is it my compuTer, or when i import jpegs to my flash moVie, they came with stupid sizes??
i can´t understand how to import a jpeg file without having to resize it by hand to it's original size. if you have a cluE, just tell me something.
Thanks
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Importing Jpeg/bitmap
for some of u there i belive this is simple so i would very much apreciate if u would pls help me.
i have a problem with importing bpms or jpegs. when i export the movie the images have a relly bad rezolution. i was wondering how can i make a movie with good lookin pics . pls hlppp...
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[F8] Importing A JPEG Using Loadmovie
i am trying to import a JPEG in to my flash using the loadmovie command but when i try it i get an error message saying the file i am trying to load does not exist. I have used this command with swf files with out any errors what am i doing wrong. Heres my script:
Quote:
on (release){
loadMovie("GM_photo_1.JPEG", replace_movie);
}
It seems so simple can anyone help me.
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Hi all
Im having a bit of a weird one with Flash MX - Importing jpegs as movie clips.
I noticed that a small (but important) proportion of the images that I was importing would not import. After a bit of headscratching, I found the problem to be related to (maybe) how the images were created.
Using Photoshop 6, any files that were created under the "Save For Web" dialogue were fine (ie importable into Flash), but any using the more traditional "Save As" dialogue would not import.
Ive been through EXIF data for each of the images, and just can't seem to find a solution.
Anyone seen this problem before? Are there certain types of Jpeg that Flash cannot import?
(I already checked for the obvious such as DPI, RGB/CMYK)...
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Importing JPEG Into FMX - Some Work, Some Don't
Hi all
Im having a bit of a weird one with Flash MX - Importing jpegs as movie clips.
I noticed that a small (but important) proportion of the images that I was importing would not import. After a bit of headscratching, I found the problem to be related to (maybe) how the images were created.
Using Photoshop 6, any files that were created under the "Save For Web" dialogue were fine (ie importable into Flash), but any using the more traditional "Save As" dialogue would not import.
Ive been through EXIF data for each of the images, and just can't seem to find a solution.
Anyone seen this problem before? Are there certain types of Jpeg that Flash cannot import?
(I already checked for the obvious such as DPI, RGB/CMYK)...
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a. come in with a brightness of 100 then down to 0 then hold for 3 seconds, then back up to 100 then out....all in actionscript no more than 5 frames if possible
b. I don't want to do this with tweens, it increases the file size for just 6 images to 1.4 mb, and that's an swf that I am importing without music. Remember the image quality is paramount and the images must be as large as possible for this type of market.
Really it's just how to do this slide show -the way I want it, that's holding me up from publishing my site.
I'm using flash 8 and have a working knowledge of Actionscript, I got totally confused with a template that I foolishly bought and saw no real hierarchy to tweak, let alone load esternal files (again, multiple files, not just 1) I can talk, or write out what I want but I'm really stumped in figuring out what to look for to do precisely what I want. So trying to extrapolate tutorials for 1 image import just doesn't cut it...know what I mean
Thanks in advance.
Daniel
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Hi everyone!
this is the code that I currently use. I want to be able to wiat until the jpeg is loaded before going trought the loop again.....
any ideas? I have tried to use the getBytesLoaded and getBytesTotal but they always show up as 0. Very annoying.
Code:
var currentX = 0
for (k=0;k<galleryVar.items;k++){
_root.thumbslider.createEmptyMovieClip("thumb" + k,(50 + k));
eval("_root.thumbslider.thumb" + k)._x=currentX;
loadMovie(_root.categoryList+"/thumbnails/"+_root.imageArray[k]+".jpg",eval("_root.thumbslider.thumb" + k));
currentX = currentX + eval("_root.thumbslider.thumb" + k)._width;
trace("Pic" + k + " " + currentX);
}
the "currentX" (2nd line from the bottom) doesn't get a value because the jpeg doesn't get loaded quickly enough. How can I wait for the jpeg to load before going through the loop again.
I don't want to use frames becasue I am creating everything dynamically!
Am i making sense?
Hope someone can help me!
Thanks
A
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sometimes i can never - i just have to choose between "use imported jpeg-quality" or "enter an integer for quality".
(definitely jpgs generated with photoshop 7)
can anyone tell me why this happens?
are there preferences in photoshop 7 that solve my problem?
thanxx jo
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ok...i have done it before and i don't know whats up. i used all the tricks (alpha to 99%, smoothing uncheck) but my jpeg is breaking apart. my other work is fine but my new fla just cant handle for some reason. it must be something within just this movie. if i import another jpeg symbol that is perfect from another fla it gets fuzzy in the new movie. what gives? is it a compression thing? some sort of preference? please, please help.
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PARAM NAME=movie VALUE="screen[1].swf?url=order.html">
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EMBED src="screen[1].swf?url=order.html"
and
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screen.holder1.onRelease=function(){
getURL(url);
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Will the same work to call a varble that holds a URL to a .jpeg(...images/case_100.jpg) with this code?
Code:
screen.holder1.loadMovie("http://www.angelfire.com/in4/completepcessentials/images/case_100.jpg");
but instead of "url" it loads a varible that holds that same URL?
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Hi
Is it possible to load jpeg, contened in a file, from a movie clip???
I don't know if any of you has heard something about Win XP not reading javascript?!
'cauce I have that function in Javascript that used to work on win 2000 ( popup functiun ) but not on computers turning on XP!
It's a really simple function that made appear pictures in popup.
If you want to have a look, go mahalrayan.com
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What split design/programming?
50:50 would mean charging at least £250.
Any thoughts?
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Quote:
Don't knock it until you've tried it....
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do you know how it can be done?
thanks in advance.
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Morning out there;
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2nd - if i wanted to, i could go back into the library, change all bitmaps back to lossless and republish, AND i would have the original lossless quality - correct? Or is this truth - once you degrade the image in the library, you can't get the quality back unless you reimport the lossless image and place it back into the movie. A lot of work. Which is correct?
I ask this because of the coming HD wave. I am worried that the days of trashing images to jpeg are coming to an end in the next 2-3 yrs, and that all work done in jpeg with have a dated look and feel. Thus maybe i should leave eveything at lossless (not HD i know, but better than jpeg)- at least for now until i see how things shake out. Is this correct, or is my ignorance showing?
thanks out there
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[AS3+Five 3D] Swf Instead Of Jpeg...
I downloaded the following exaple...and already made some changes...
I would like to load swf intead of jpeg...the loading it's the same...but how can I change the part with the BitmapData class?
package {
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFieldAutoSize;
import five3D.display.Scene3D;
import five3D.display.Bitmap3D;
import five3D.display.Sprite3D;
import flash.geom.ColorTransform;
import gs.TweenLite;
import flash.events.MouseEvent;
import fl.motion.easing.Sine;
public class Main extends Sprite {
private var numPicture:int = 14;
private var picturePath:String = "photos/photo";
private var pictureExtensiton:String = ".jpg";
private var loadingIndex:int = 1;
private var loadingInfo:TextField;
private var picInfo:TextField;
private var pictures:Array;
private var pictureLoader:Loader;
private var scene:Scene3D;
private var album:Sprite3D;
private var padding:Number = 150;
private var fullViewZ:Number = 1400;
private var darker:ColorTransform = new ColorTransform(.8, .8, .8, 1, 0, 0, 0, 0);
private var lighter:ColorTransform = new ColorTransform(1, 1, 1, 1, 0, 0, 0, 0);
private var zoomMode:Boolean = false;
private var zoomedPicture:Sprite3D;
public function Main() {
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
loadingInfo = new TextField();
loadingInfo.defaultTextFormat = new TextFormat("Verdana", 10, 0xffffff);
loadingInfo.autoSize = TextFieldAutoSize.LEFT;
loadingInfo.text = "Loading picture " + loadingIndex + " of " + numPicture;
loadingInfo.x = stage.stageWidth/2 - loadingInfo.textWidth/2;
loadingInfo.y = stage.stageHeight/2 - loadingInfo.textHeight/2;
addChild(loadingInfo);
pictures = new Array();
loadPicture();
}
private function loadPicture() {
pictureLoader = new Loader();
pictureLoader.contentLoaderInfo.addEventListener(E vent.COMPLETE, onPicture);
pictureLoader.load(new URLRequest(picturePath + loadingIndex + pictureExtensiton));
loadingIndex++;
}
private function onPicture(e:Event):void {
var picture:BitmapData = (e.target.content as Bitmap).bitmapData;
pictures.push(picture);
if (loadingIndex <= numPicture) {
loadingInfo.text = "Loading picture " + loadingIndex + " of " + numPicture;
loadPicture();
} else {
removeChild(loadingInfo);
buildAlbum();
}
}
private function buildAlbum():void {
scene = new Scene3D();
scene.x = Math.round(stage.stageWidth/2);
scene.y = Math.round(stage.stageHeight / 2);
addChild(scene);
album = new Sprite3D();
for (var i:int = 0; i < pictures.length; i++) {
var bitmap3d:Bitmap3D = new Bitmap3D(pictures[i] as BitmapData);
var picture3d:Sprite3D = new Sprite3D();
bitmap3d.x = bitmap3d.bitmapData.width / -2;
bitmap3d.y = bitmap3d.bitmapData.height / -2;
picture3d.addChild(bitmap3d);
var row:Number = Math.floor(i / 3) - 1;
var col:Number = i % 3 - 1;
var pw:Number = bitmap3d.bitmapData.width + padding;
var ph:Number = bitmap3d.bitmapData.height + padding;
picture3d.x = row * pw;
picture3d.y = col * ph;
picture3d.transform.colorTransform = darker;
picture3d.buttonMode = true;
album.addChild(picture3d);
}
album.z = fullViewZ;
scene.addChild(album);
// 3
album.addEventListener(MouseEvent.ROLL_OVER, onOver, true);
album.addEventListener(MouseEvent.ROLL_OUT, onOut, true);
stage.addEventListener(Event.RESIZE, onResize);
stage.addEventListener(MouseEvent.MOUSE_MOVE, moveAlbum);
stage.addEventListener(MouseEvent.CLICK, onClick);
}
private function onOver(me:MouseEvent):void {
if (me.target is Sprite3D && !zoomMode) {
(me.target as Sprite3D).transform.colorTransform = lighter;
}
}
private function onOut(me:MouseEvent):void {
if (me.target is Sprite3D && !zoomMode) {
(me.target as Sprite3D).transform.colorTransform = darker;
}
}
private function onResize(e:Event):void {
scene.x = Math.round(stage.stageWidth/2);
scene.y = Math.round(stage.stageHeight / 2);
}
private function moveAlbum(me:MouseEvent):void {
if (zoomMode) return;
var mouseXPos:Number = (me.stageX - stage.stageWidth/2) / (stage.stageWidth / 2);
var mouseYPos:Number = (me.stageY - stage.stageHeight/2) / (stage.stageHeight / 2);
TweenLite.killTweensOf(album);
var props:Object = new Object();
props.rotationY = 45 * mouseXPos;
props.rotationX = -15 * mouseYPos;
props.x = 400 * mouseXPos;
props.y = 300 * mouseYPos;
props.ease = Sine.easeOut;
TweenLite.to(album, .3, props);
}
private function onClick(me:MouseEvent):void {
var props:Object;
if (me.target is Sprite3D) {
if (zoomMode){
zoomedPicture.transform.colorTransform = darker;
}
(me.target as Sprite3D).transform.colorTransform = lighter;
zoomedPicture = me.target as Sprite3D;
TweenLite.killTweensOf(album);
props = new Object();
props.z =0// -600; // 0 is 100% of the pic
props.rotationX = 0;
props.rotationY = 0;
props.x = 0 - me.target.x;
props.y = 0 - me.target.y;
props.ease = Sine.easeInOut;
TweenLite.to(album, .6, props);
zoomMode = true;
//zoomedPicture.transform.colorTransform = darker;
///////////////////////////////
/*picInfo = new TextField();
picInfo.defaultTextFormat = new TextFormat("Verdana", 10, 0xffffff);
picInfo.autoSize = TextFieldAutoSize.LEFT;
picInfo.text = "description";*/
//picInfo.x =me.target
//picInfo.y = me.target
//addChild(picInfo);
} else {
///////////////////////////////
zoomedPicture.transform.colorTransform = darker;
TweenLite.killTweensOf(album);
props = new Object();
props.z = fullViewZ;
props.x = 0;
props.y = 0;
props.ease = Sine.easeOut;
props.onComplete = onBackToFull;
TweenLite.to(album, .3 , props);
}
}
private function onBackToFull():void {
zoomMode = false;
}
}
}
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im building a test gallery, im trying to loop through 1.jpg all the way to 7.jpg. but when i run it and click any of the buttons, it says that it cant find 8.jpeg. i dont understand, var i isnt even supposed to reach 8.
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[Edited by mmak on 08-27-2002 at 09:05 PM]
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