Buttons and video clips

I have a number of buttons in a single clip. If I type this code in the movieclip, where there are the buttons it should work?

Pic2.onRelease = function() {}
photo_mc.loadPhoto (image [2]);
picture_num();
}

He has not worked for me, don't know if the clip is preventing to be clickable, but the roller on the effect of the buttons works.

first of all, I would place the code in frame 1 of your document and from there is much easiert to target any nested object, for example. I have a movieclip with 5 buttons, movieclip is called "myMC" and buttons are called "myBut1" at 5. I have them would target the root of this way.

myMC.myBut1.onRelease = function...
myMC.myBut2.onRelease = function...

I don't think there should be a problem with the buttons inside movieclips, but I normally always use movieclips as buttons and not the native flash button object.

Tags: Adobe Animate

Similar Questions

  • Buttons and video Clips (in and out)

    I'm working on my own website for my graphic design work and I use flash for the introductory movie, you can either ignore or after a time, will send you directly to the home page.

    On this introduction movie (which animatedface_mc sick call) I put two other clips with flashing eyes (left and right). The eyes would be constantly flashing, this page is in progress. That we work.

    On the side are buttons of the names of celebrities and once clicked on adding video clips to the main animatedface_mc. For example if I clicked on the monroe_mc, it adds this famous Marilyn Monroe mole (using the mask or opacity, depending on the function of the face) on the animatedface_mc. If I clicked on tyson_mc, he adds his face tattoo. I used the following code to it:

    monroe_btn.addEventListener (MouseEvent.CLICK, monroeshow);
    function monroeshow (event: MouseEvent) {}
    monroe_mc. Play();
    }

    tyson_btn.addEventListener (MouseEvent.CLICK, tysonshow);
    function tysonshow (event: MouseEvent) {}
    tyson_mc. Play();
    }

    There are at least 10 other buttons on this page, but I just realized that some of the features of the face are running too and so seems not good. I was wondering if there was a way that when you click a button, it turns off the video clips which are already turned on, so maybe that tyson_mc and chaplin_mc were already, and I clicked on monroe_btn, monroe_mc shows to the top and tyson / video clips chaplin may be disabled. Tyson and chaplin buttons would still be clickable, it's just that their film clips, if already, could be put off.

    I tried the following, but it doesn't seem to work: tyson_mc.enabled = false;

    Thanks in advance for the help.

    You need not have a frame on the main timeline 2 If you have any framework 1 now.  You can use tyson_mc.visible = true;  When it is click on the button of tyson as if it was previously invisible, it becomes visible again.

    That would be the basic series of commands by clicking a button that is capable of producing...

    function resetMCs() {/ / shared by all buttons}

    monroe_mc.gotoAndStop (1);    or monroe_mc.visible = false;

    tyson_mc.gotoAndStop (1);       or tyson_mc.visible = false;

    }

    monroe_btn.addEventListener (MouseEvent.CLICK, monroeshow);
    function monroeshow (event: MouseEvent) {}

    resetMCs();

    monroe_mc. Visible = true;

    monroe_mc. Play();    See the comments below
    }

    tyson_btn.addEventListener (MouseEvent.CLICK, tysonshow);
    function tysonshow (event: MouseEvent) {}

    resetMCs();

    tyson_mc. Visible = true;
    tyson_mc. Play();       See the comments below

    }

    If mole and tatoo movies don't really animate at all and tell them to play fair, then you could end up with several images for them and only control their visibility instead of telling them to play.

  • Fusion audio and video clip

    Will be the first evidence of fusion audio and video clips so that I can then change them as a clip?

    richardb

    So that we keep in sync, I just wanted to clarify something... it is, your question is not out of sync audio before or after export. Ask not how to synchronize audio in Premiere Elements. Using the tools of Premiere Elements, you have been able to successfully replace the sound of the iPad with another audio source and synchronize the new audio source to component video without much trouble with Premiere Elements. I think that is correct based on what you wrote

    I found that I can synchronize the two audios and then delete one of the iPad and then link other audio and video. It seems that I can then edit the video and keep the linked video and audio.

    What did you use as your tools of Premiere Elements for the audio synchronization - Alt and arrow key (left or right) faucet to shift the audio 1 frame left or right or the SHIFT + ALT and arrow (left or right) tap to push 5 audio images left or right? These are details of Windows... for your Mac, did you use Option Alt and shift + Option for Shift + Alt? I'm strictly a Windows of the elements user.

    I hope that your future posts will clarify the following to make sure that we are clear about what your goals and make sure you have the information you need to work on your project.

    Is there a reason why you couldn't do all in a project and an export - create your Timeline with iPad video and audio special for it but also make additions to the project timeline prior to export of this timeline to a final product of Premiere Elements?

    If everything goes well and there is no problem that you have not mentioned, I would try to avoid re-encoding involved in the export and import of export in another project where the only issue is another exporting.

    Please consider.

    Looking forward to hear your progress as your schedule allows.

    RTA

  • Buttons and videos does not

    I have several buttons and videos related to each other.  When I click on a button, it will run only a video and not the video I want for this button.  Any help?

    Thank you

    Try if it works:

    SYM. $("Subdivision_-_20_sec_1") .css ({height: "200px", width: "300px"});

    SYM.$("Subdivision_-_20_sec_1") [0]. Play();

    HTH,

    Vivekuma

  • Buttons in video Clips

    I am currently working with a menu and submenu buttons in the video clips - the script on the buttons in the clip is

    on (release) {}
    gotoAndPlay ("scenename", "#labelname");
    }

    When the button is tested by itself, the code works, but when the button is placed in the clip that it doesn't work anymore - is there a way to make the buttons work to in the clip?

    -Bill

    Yes, to return to a level, you can use this...

    on (release) {}
    _parent.gotoAndPlay ("BlahBlahBlah")
    }

    _parent. you will do as many levels as you want to go and _root. you will need to return to the main timeline.

  • Audio and video clips and audio but no video on others

    When I import a clip at the pool, ago also good audio and video. But when I drag the clip on the timeline, the audio is moved. I work with various clips in the same format of video, taken with the same camera and with excerpts of what is happening and with others that is not. Also on occasion it just drag audio and video. Does anyone know how to fix this? Have been looking around the forums for a while now, I can't seem to be able to find an answer.

  • Difficulties and video clips

    It's really irking me.

    I am extremely new to Flash so please bear with me. I guess that it is a simple, easy to fix problem I'm having. I have Adobe Flash Professional CS5.5.

    What I'm trying to do is a sequence of images after other video clips will stop display.

    The sequence of images does what it is supposed to and working properly, and the other clips are also successful. However, whenever I try to put the clips of film for images in frames or keyframes, start video clips will only play part of the path before the images appear. This happens even if the clips of images are on images/keyframes (I tried both) after the other movie clips.

    The clips that are supposed to play first are each on a separate layer and there are two of them.

    The first layer is called 'tree' and the second is called "text".

    The tree stratum is an animated gif image 45 that I shot in a clip. I created a motion tween and changed his alpha for the gif has a fading in and out effect. I also so that he stops to play again once it reaches the last frame. I am not using stop(); for this.

    The text layer has an animated gif image 40 I also turned into a gif. This gif is also a clip and also the motion tween. His alpha was also changed.

    Trees and text play together successfully, and how I want that they.

    The sequence of images is three separate images, each a different layer, which fade into eachother. These images are PNG, so they are not gifs or they have their own frames.

    The lower layer is called level 1 and executives 1 to 50 of adjustments of interpolation and motion alpha fading the png image. The image is a clip.

    The layer on top is called floor2 and has different 51-100 of a png image fade-in frames.

    The layer is called floor3 and a frames 101-150 d'enieme png fading.

    The images are successful doing what they are supposed to.

    Text and tree layers are a fla file and floor3, floor2 and layers level 1 a fla file.

    When I copy the images of level 1, floor2 and floor3 layers in a keyframe after the text layer and trees, they yield correctly, but when I test the movie, the sequence of images appears much earlier than it's supposed to, interrupting the video clips on the text of layers and the tree. I tried to move keyframes of the ground # layers farther down the timeline, but then the other clips of movie just stop.

    In the fla file with text layers and FIR, I have imported gifs in the library and then put them on the stage.

    In the FLA with layers of ground #, I imported the pngs in the scene.

    Here's what look like text layers and the tree:

    texttree.png

    The layers of soil look like: #

    floor1.png

    The rest of the frames the floor #s...

    floor2.png

    So, I thought that the problem was that I had to delay the image when. I looked around and found no code or anything for that...

    Later, I thought it was because I had imported the tree and text gifs to the library before putting them on the scene.

    I open a new fla and imported gif 'tree' directly to the scene.

    I thought it should work because then he would show each individual image in the video clips, which is not in the photos above. By importing the gif like this, it shows the individual images. I tested with the sequence of images and it works fine. But I have a problem with this method too...

    I select all the frames for the gif convert to symbol, so I can add a motion tween and mess with the alpha. However, only the last picture is converted to a clip. Well actually no... Only circled below executives turned in the clip. Even when all frames are selected.  Is not very useful because then I can not change the alpha for the entire gif or I can create a motion tween without getting a message saying that the motion tween could not be applied to all managers.

    Looks like this version of 'the tree '.

    newtree.png

    And executives so then continue up to 135.

    Executives who are light in the video are below.

    atree.png

    If I can solve the problem I'm having with the tree displayed in the two images above this sentence, then I can view video clips and image sequence without problem. It is not quite how I intended it to be, but she would be successful and would continue to operate.

    If I can fix the problem with the sequence of images showing early up to tree and clips of text is cut, then this project would be as successful and it would be how I wanted it to be.

    If you need more information, let me know and I'll explain something better.

    I am not prepared to provide a download link in this forum for my fla files, but I can send to you if you want to look. I don't want someone to be able to find them and take them by doing a google search.

    I downloaded two sovereign wealth funds however.

    The first is the tree and text layers/clips work as they are supposed to. The second is to do what it is supposed to be the sequence of images (level 1, floor2, floor3).

    Text and tree: http://glassoliverdesigns.weebly.com/uploads/1/0/6/5/10653451/tfg1.swf

    Level 1, floor2, floor3: http://glassoliverdesigns.weebly.com/uploads/1/0/6/5/10653451/tfg2.swf

    Notice how Flash swf, when the text stops the thing in the background at the end of the text and trees. If who can Flash WHILE the images appear, then that would be great.

    TL; DR: I want the # flash ground appears after the text and tree flash, but I continue problems and nothing I try is not working properly.

    Very concise question, enjoy the screenshots. Keyframes, one thing that the motion tweens do not always show very well. I would like to clear up a few things and see if it helps.

    Return to what you wanted to do originally, which is to copy the images from one document to the other. That's perfectly fine and to clear up, it will also copy library items (images, clips, etc.) that are required to copy these images for you, you don't need to import them yourself.

    To copy images (no symbols) successfully, select the first frame of the frames that you want to copy, hold down SHIFT and select the last frame (or even double clicking anywhere in the blue motion tween should select all as well). Now do a right click and "copy managers." Now, go to your new document, select an image, right click and select Paste images. You will see the same copied frames, blue representing the keyframes and tween came with it, and finally you'll notice all your images/etc have been copied to your library.

    Now is the right time to manage the background image library that was just copied, if you're a freak like me cleaning.

    This process is the same whether you have tried, for other documents that you want to copy to. If all resources correspond to the name then Flash will ask you if you want to "crush" this library item. If you do that, you altérerez one of your previous animations. Make sure that this is not the case.

    The witch hunt common here is not knowing how to slide frames properly. If the replacement is not the problem, it's what I suspect is your problem and you expand / reduce the timeline keyframes do not go with you.

    For example if I import 2 clips with fade in/out and move the keyframes that you did, I'll have something like this:

    Now, by moving more I would be very careful to select all the images I want to pass through the above methods. Click on the first picture, hold down SHIFT and select the last image or double-click anywhere in the middle of the blue. The selection of executives:

    Now, I just slide my images selected in the view of law, keyframes remain as it should (black dots):

    Playback of the animation as expected.

    Finally I don't know if you've used the Panel, but you really should get used to the query editor. This gives you control over the relaxation as well as shows you a view on key images that exist in a motion tween is selected.

    Initially, this Panel may seem complex, but it simply represents the basic properties that you can animate. All the more you animate properties can be added here. I moved the X, Y and Alpha properties of my object. So you can see what I was doing on the periods of 30 to 60. You can also adjust basic relaxation here.

    If your animation look not correct, you can select a motion tween, open the query editor and check the keyframes appear correct. Scrub the timeline and look at the values you are interested in. For example, Alpha for you.

    If you do not see the keyframes when you scrub the timeline, you moved your bad frames and keyframes exist probably in a different place, and therefore it seems incorrect.

  • buttons inside video clips

    I created a button and placed within a clip.  I added the script (as2) the button below however when I test the movie, the button does not work.

    on (release) {}
    tellTarget (_root) {}
    Stop ("226");
    }
    }

    The button is located in clip "page1".

    Page 1 is on frame 120

    I don't know that I have not included.

    Tracey

    You may be having a problem because tellTArget is supposed to get a string argument, and maybe because you are citing the frame number which must be given not (unless it's an image tag).  Since you are using AS2, try using...

    on (release) {}
    _root.gotoAndStop (226);
    }

  • Need help... buttons & amp; video clips

    On stage 1, I have a movie clip symbol. Inside the movie clip symbol are the button symbols that are being animated. Basically, I want these buttons allow to fly on the screen and the user and then click one of these buttons to go to an image within the current scene label (btw, there is only 1 scene and it is called stage 1). The buttons are created and the animation of their flight on the screen works beautifully; However, they do not attend any image labels.

    In my button symbols, I have my different States.
    In my video, I placed the button symbols, created animations, and in the last frame on each button, I have a goto action script and read the label for specific image.
    In my scene, I placed the clip.

    What I am doing wrong?

    Richie - you totally rock! Thank you very much!

    Just in case anyone has the same problem, I've done here is the answer that Richie gave me...

    I think that something is wrong with the call of the film of root with the image tags. I coded buttons on the main reach timeline directly it worked fine. For example... If you put this

    on (release) {}
    _root.gotoAndStop (13).
    }

    on the 2 button on the project, it works fine. The code just the buttons with the frame number and you should be home free. I hope this helps.
    Richie

    THANK YOU ONCE AGAIN RICHIE!
    Kimberly

  • Buttons and video

    I kept a visible button after a hit target & his hidden page on load. but on the device, it loads the page and hide the other button does not work. and also with videos, he simply presents himself as an image. nothing happens if I see on an InDesign snippet.

    Help, please!

    No, you cannot use flash.

    Bob

  • Graphics and video clips

    Hi, I recently changed a battery for my laptop and also got the latest version of windows.  Right after that, I noticed that I don't see that new videos as I used to.  The graphic on the screen becomes messy looking and I only hear the news.  How can I solve this problem?  Thank you for your help.

    Hello

    Try the following.

    Download and install Firefox , then using Firefox, download and install the latest version of Adobe Flash.

    Close all browser windows before you run the installer of Flash.

    Start Firefox and see if the video play Ok - if they do, close Firefox, open IE and click on the same Adobe Flash link above to get a command prompt to install the ActiveX component.  Once completed, restart IE.

    Kind regards

    DP - K

  • Files JPEG and video Clips

    Hello.
    My beginner questions are a JPEG can be converted to a clip in Flash and how this is done?

    Import your image into the library - File/Import/Import library
    Drag on the scene image
    Right-click on the image and choose "convert to symbol".
    Choose "Movie Clip".

    Fact

    Shane

  • Video clips play in reverse in AS 3.0

    Hey all. I change all my files in AS 3.0 because of a few new elements, I would like to use in flash CS4.
    Here: http://www.iaw-atlanta.com/IvyLeague1-13-09.html I have the bottom navigation menu with 4 buttons. When the buttons are speckled on they go up and when they are mottled the film plays in reverse so they go down. Essentially in the clip, I stopped him, and the next frame gotoAndStop when the button is wriggle on and then have a script of saying things reverse when wriggle on. 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.

    In fact, NedWebs pretty much nailed. :) The approach you have taken
    is an interesting question, because it evolves all the way back to Flash Player 5.
    has not yet supported the MovieClip.onEnterFrame event. Without
    event, you need something like your "controller" - a separate symbol
    a loop of timeline - to run the code that depends on the loops of the frame.

    Available from Flash Player 6, this event allows you to
    consolidate your code a bit by putting everything in a unique setting and avoiding
    the additional movie clip symbol. This does not mean that your approach is wrong, by
    any stretching. In fact, it's good to know your options, because if you always
    need to publish for Flash Player 5, you had probably better to use the installation program
    you took.

    I'll demonstrate onEnterFrame in just a bit, in case you want to take a
    Watch this.

    > There is no mention of _root in AS3, but you can use a
    > MovieClip (this.parent) (which replaces what _parent)
    (> used to do) to find something outside the immediate
    > movieclip.

    The term "parent" in this context, is technically a property of the
    The class MovieClip, which means all the clips in AS3 have access to the
    feature 'parent', which points to the timeline that contains the video
    in question. Buttons have also a property 'parent '. In AS2,
    property has done exactly the same thing, only it was preceded by an underscore.

    In fact, the proposed codification of the NedWebs works the same in your existin file.
    Instead:

    Your existing code...
    If {(_root.animation._currentframe>1)}
    _root. Animation.prevFrame ();
    this.gotoAndPlay (2)
    }

    If (_root.animation._currentframe<=1)>
    this.gotoAndStop (1);
    }

    ... you can use this:

    Alternative code...
    If {(_parent.animation._currentframe>1)}
    _parent. Animation.prevFrame ();
    gotoAndPlay (2)
    }

    If (_parent.animation._currentframe<=1)>
    gotoAndStop (1);
    }

    ... because this range - in other words, from this point of view - this
    MovieClip._parent property points to the same scenario as _root done.
    That changes, of course, based on how deeply nested the current scope are.
    The word 'this' in the code above is optional, because Flash understand
    What place you are in. From the point of view of the present code, _parent is
    interpreted as referring to chronology parent of the current, just as scope
    gotoAndPlay() is interpreted to the timeline of the current scope.
    You might precede either of those of 'this' or not.

    Many people will say that _root is probably best to avoid, only because
    It's a slippery slope. It does not always refer to the main timeline you
    think he does, according to whether or not your file SWF is loaded in another
    SWF when running. Meanwhile, _parent * always * refers to the immediately
    relative chronology.

    Then, when you look at this way, this perfectly valid AS2:

    If {(_parent.animation._currentframe>1)}

    ... is not very different at all from its counterpart of the AS3:

    If (MovieClip (parent).animation.currentFrame > 1) {}

    It would be nicer if you need convert the parent as a reference
    Movie clip here, but if you haven't, AS3 do not realize that the scope in
    This is a clip.

    > You can string them along like...
    > MovieClip (this.parent.parent)

    Exactly.

    > Your _currentframe in becomes the controller
    > currentFrame. That's all. The rest of what I have
    > saw will fly as is.

    Not quite. AS3 does not support on() or onClipEvent(), functions
    you will not be able to reach your management code for the button. Instead,.
    you will have to put in a keyframe - you can also do with AS2. There
    a good idea, anyway, because it allows to put all your code in a
    place, making it easier to find.

    Here's a quick word on the direct attachment:

    http://www.quip.net/blog/2006/Flash/museum-pieces-on-and-onClipEvent

    To convert your existing AS3 FLA structure, you could, for example.
    follow these steps:

    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 supports the code on (rollout) and executed in your current
    Version. The first line (buttonMode) is necessary because I got rid of
    the symbol button and, instead, handlers directly associated with
    your movie clip. (Video clips manage events of type button, too, if you)
    do not need the button.) In AS3, event handling is very simple:
    you are referencing the object (here, animation), invoke its hereditary
    addEventListener() method, then passes two parameters: a) the event to
    Listening and (b) the function to execute when the event occurs.

    You can see that noted above. In AS2, there are several ways
    to handle events, including one () /onClipEvent (), so it is harder to know when
    to use what approach. For the buttons and video clips, the principle works the
    same I just showed, but the syntax is different.

    Let's take a look to reduce all this code using the
    onEnterFrame event. First of all, 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 ();
    };

    This code would appear in box 1. You don't need the controller
    video clip. The movie clip contains more an orb button, because
    We use the animation itself as the 'button '. (You can still see what)
    a feature that any object is looking toward the top of its class. If you are dealing
    with a clip, see the MovieClip class. See the position properties
    to find out what features of the object, see methods to know
    what the object can do and see events to find out what the object can respond
    (to).

    In the code above, it is prepared quite easily. It is AS2,
    don't forget. We have two events, we are listening to: MovieClip.onRollOut and
    MovieClip.onRollOver. these events are set up for the animated film
    clip using the name of the instance and associated to custom match
    functions. The outHandler() function associates a different function to the
    MovieClip.onEnterFrame event of the animation clip. Very simply, it
    load of animation to make the custom function reversePlay() whenever
    He meets an onEnterFrame event. The overHandler() function that kills the
    Association of suppression outside and saying animation to play, via the
    MovieClip.play () method. Finally, the reversePlay() function simply calls
    MovieClip.prevFrame () on the movie 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 seems wordier, but if you look closely, you will see that there
    essentially the same thing. The main difference is the scope of operation in
    AS3. In AS2, there are many references to "it", because the event
    Manager operating in the same scope as the object to which the
    Association is formed. In AS3, the references are not to "that", but rather to
    the same movie clip by his * name *, because in AS3, the scope
    works in the same scenario in which the code is displayed (IE, in this)
    case, the main timeline).

    In the function reversePlay(), in order to emulate a 'this' kind of
    the installer, I refer to the parameter that is passed to the event handler all the
    functions in AS3. I happened to name "TTE" (for the 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 property to target. The target
    property refers to the object that sent the event - is be
    animation, in this case. Then evt.target, in this context, refers to
    animation, that's what I call the MovieClip.prevFrame () method on.

    I downloaded some FLA files to my server. I keep them
    it for always... maybe a few weeks, from 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."

  • VIDEO and AUDIO CLIPS not COUPLED in TIMELINE

    I just noticed something in recent weeks, that my audio and video clips become couples in the timeline. But if I press alt + click selects audio and video clips. But a single click selects just the video or audio. I understand that alt + click was chosen, either video or audio to a linked file, it seems now vice versa.

    Can someone explain where I am mistaken here? Is this something to do with track targeting which I am not understand?

    Hi Srukweza,

    Shadreck Rukweza wrote:

    I just noticed something in recent weeks, that my audio and video clips become couples in the timeline. But if I press alt + click selects audio and video clips. But a single click selects just the video or audio. I understand that alt + click was chosen, either video or audio to a linked file, it seems now vice versa.

    Can someone explain where I am mistaken here? Is this something to do with track targeting which I am not understand?

    Looks like you have deselected the selection bound function. Click on the button of the timeline show the screenshot and see if the selection bound has returned.

    Thank you

    Kevin

  • Fusion audio and video, all clips / takes both

    Hello

    I am looking for a possibility to synchronize all my video clips with audio recorded external at the same time. Audio of a video have the same TC to synchronize.

    Selection of all media, the merge clips option is grayed out. Select a video and audio file, which works fine, but I don't like to do it manually for each clip.

    I just got the trail from the eyes of the plural, but here it does not work.

    Thank you

    Johannes

    I found a nearly quick workaround that works if audio and video have the same TC:

    1. Select all audio and video clips

    2. choose Create sequence multicam

    -> which puts each correspondent audio and video in a clean sequence

    3. Select all the new sequences a sequence open right click in the timeline.

    4 drag and drop the audio and video of the timeline in a tray

    -> which creates the merged clips

    5 remove all sequences of blocking

    It takes about 5 s by video footage and a bit of media management.

    But this should not be a big deal to implement this feature in first. So lets make a feature request!

Maybe you are looking for