Chassis numbers

I probably look like a noob, but do not appear above my calendar chassis numbers. How can I ride again?

Sorry if this is a stupid question

If you have a few themes installed they can effeect the colors of the text and therefore the numbers of images may not appear.

Try to return your theme back to the default values.

Unless your Mac, then I'm not sure.

Tags: Adobe Animate

Similar Questions

  • Upper limit on chassis numbers

    Hi all

    Now, don't ask not even why I found this or why I have a file structured like that, (I inherrited from a previous design studio who must remain anonymous!), but I discovered that it seems to be a limit of a FLA Executive until she begins to fall.

    The FLA, I'm working on only has 32 MB (it's a lot of noise), but the chassis numbers had begun to creep upward in the 16,000 s! Flash started doing stupid things like leave me does not duplicate clips that were on the timeline and not export the swf file properly. I couldn't find any other documentation of the present so I thought I'd post a note.

    Needless to say I took the file and break down into pieces relevant and easier to manage, but if anyone out there had this happen before or knows why this might be happening, (in principle it shouldn't!), let me know

    See you soon
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    16 000 images is the limit for Flash. If you do a search for 'framework '.
    limit' in this forum or on the Google Archives groups of this forum, you
    get tons of links.

    What does not happen often; Sorry for the file that you have inherited!

  • Chassis numbering after power fail? Persistence?

    I had a workplace, where all the blades have been associated and power off (customer did tests of power environment). All OS are installed on local disks (ESXi, Windows, Linux).

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  • Chassis numbering FEX

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    output
    !
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    Hello

    Should not be a problem.  The FEX ID are locally important.

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  • Newbie - change button references chassis numbers

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    HA! It's really a coincidence. I had a bunch of people to respond to and does not mean that write you. Thanks for the help!

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    So, how can I calculate speed?  I need to know exactly how much time elapses between each image.  And it must be constant.  I can't have a different frame rate.

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    That comes from this article.

    But I am skeptical because the article also says:

    Please note that the time to transfer an image is slightly faster than the time it takes to acquire an image.

    People out there can clarify this for me?  Is the frame rate constant?  And then I actually calculate when using size 7?

    The rate will be constant.  It won't change from image to image.  The difficult part is to find what it is.

    Basler camera manual will tell you how to calculate the frame rate.  There are three different calculations, and gives you the slower pace is one you use.  These calculations are accurate enough, I think.

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    In a program I wrote, I controlled the pace by setting the shutter exposure time.  I used the derived formula of the Basler manual for cadence and reversed to calculate the shutter speed.  This only works if you have another way to adjust the brightness levels (opening, lighting, etc.).

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  • The button code will not replace the stop code

    Hello

    I have been stuck for days trying to figure this out and would appreciate any help offered.

    In an HTML5 document, I use excerpts of code (HTML5) to make an animation stops at some of the images in the scenario and then buttons take the Viewer to specific sections of the timeline.

    Displaying image002.pngDisplaying image004.pngDisplaying image006.png

    The Start button must essentially ignore the playback head on a structure ahead of the frame with the code to stop... but it doesn't. When I preview the video, I can click on the button, but the playhead does not advance the flag "getgoing. I tried this with both specific chassis numbers, but that no longer works.

    I did test files containing a single button and the stop code and everything works fine. But in this file larger with several going on, the buttons stop working. Certainly, I have imported image sequences that I made in After Effects (my favorite animation software) and Animate takes more time to save and preview because of this. I don't know if the mere fact of having sequences of images as graphic symbols would change the functionality of a button, but I'm not nothing throw.

    Thank you!

    The debugging 101 button: first thing make sure that the event handler running one) in fact, b) to what you think it is targeting. The two goals can be accomplished by sticking a trace() statement in the button click event handler that prints everything that you target your call gotoAndStop(). For example, if you have this:

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    Add this entry:

    trace (Paramecium.Panda.Parallelogram);

    If nothing prints when you click the button, or it prints "undefined", you will have significantly reduced the problem.

  • Timeline playhead moves an image when you browse out demo - why?

    I understand that if the pre-comp was pushed into the composition it is nested in, this phenomenon occurs when you try to range a keyframe in a demo for example to support outside the demo. But I made sure this particular demo is broken to 0 in its model of parent, and it is - not to mention, all functionally lines upwards (i.e. a keyframe within the demo to the 700 performs its action to the chord outside the demo so 700). But when I break the playhead to this keyframe in the demo for example and then turn to the main composition in which it is nested, now the playhead is at 699. Hmm!

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    check these 2 things:

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    2. If you want to really make sure that you have not moved anything, temporarily use the time remapping feature (right click your layer and time-> enable time remapping) and see if CTI shows you the exact frame on your screen of CTI

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  • Conversion a flash banner for Adobe Web, animation in a loop and ending the endframe

    Hello

    I have a web banner Flash 5.5 I want to convert in the file "adobe" to the output as HTML5 canvas.

    The banner must loop for 30 seconds and ends on an endframe.

    To do this in flash I have on the first image. :

    if(Count == undefined) {}

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    Then this action script on the framework that I wish a loop from (122 frame)

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    gotoAndPlay (1)

    Frame 124 has my end frame melted to the top and frame 131a:

    Stop();

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    Thank you

    Here is a simple loop:

    If (! this.looped) this.looped = 1;

    If (this.looped ++ == 3) this.stop ();

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    If (! this.looped) this.looped = 1;

    If (this.looped ++ == 3) this.gotoAndPlay (124);

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    this.gotoAndPlay (1)

    Section 131:

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    Although I recommend actually using the labels image instead of chassis numbers so that your code does not break, if you change the length of your timeline.  Which would look like this:

    Section 122:

    If (! this.looped) this.looped = 1;

    If (this.looped ++ == 3) this.gotoAndPlay ("end");

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    Section 131:

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  • Exactly how AE does not distribute the images in the scenario of a composition of 29.97 FPS?

    This issue is out of curiosity. I always wondered how this works because from what I see, a composition with a framerate of 29.97 FPS will have just 30 frames per second for every second on the timeline. Will it ever really a second on the timeline with 29 pictures in to compensate for the gap of 0, 03-framework? If not, then how is the resolved variance? Is the way the calendar displays images not 100% about how reliable they are actually distributed through time? Looks like this will have to be a 'yes '. But then how not problems of this?

    For example, if you want to have something to display a timer that counted in seconds right , helps manufacturers of second on the timeline would be inaccurate? Even if there is a second image 29 somewhere on the timeline to compensate for the difference of 0, 03 - fps, there still are many executives who have proved align perfectly seconds entire on the timeline, but in reality they would line up with them. So I guess that follow-up question, I, it is the timeline a accurate watch accurate actually seconds or frames in 29.97 FPS scenario? According to my way of thinking, one of them can be quite correct, whereas it is? (After asking this, I thought about the time value to the output text and look to see what is displayed when the playback head is a brand of second whole.) It showed a whole, second value for all those that I checked, and so this means that the timeline is exact frames, not seconds)

    Let me explain. This is going a little long so let me first start by saying that no. frames are lost, mixed or deleted when you run at 29.97 FPS. The only thing that changes is how you count frames. This info will be part of a forthcoming White Paper on my new Web site.

    What color television came the engineers needed to add a few lines in the removal of a TV signal part to send the color information. It is called color burst. The number of new lines that they needed a pris.03 seconds to add to the signal. Since all countries that run 60 Hz electricity works at 60 Hz, and television at the time was intertwined with a pair of even and odd scan lines form a framework so rather than expedite the time it took to draw each scan line was decided to reduce the rate of 29.97 FPS to keep things running at an even multiple of 60 cycles. This would keep old black and white televisions works without problem. Change the time it took to paint a line of scanning would be lack of things for older sets. Country PAL found a better way to add color information using some existing lines which were not used for anything else so they eliminated the problem.

    What's meaning? They had to slow the pace because they needed to add a few lines to the color TV signal would know where they were supposed to show the program in color. The largest number of lines still had to adapt to 60 cycles, so if you have added several lines, you reading fewer frames per second.

    Now, here's the problem. How you count this odd number of images and make it work with a real-time clock. Fall time frame was the solution. Drop Frame timecode does not diminish the frames, it just is not all because when the standard broadcast half-hour is 28 minutes, nobody's going to care about a missing image number... NOTE: I did not lack a framework.

    I tell him again. NO frameworks are never fallen or crushed or shortened in any application that is used to change or manipulate the video. The only thing that happens is that some numbers of chassis jumped so the hours, minutes, and seconds displayed on the timer is always accurate.

    You can get funky what happens with individual images or fields when you put images of 24 frames per second of a film in a video sequence of 29.97 FPS - but they worked already. The same thing happens when you add pictures PAL to NTSC program. When images of 24 fps are put in a PAL 25 fps video format they just play back a little faster so they don't have to do a funny interpolation.

    We will return to the time display in your AE timeline when you have a 29.97 (or the standard fractional rates as 59.94 or 23.976) default display time should be Drop frame that removes picture numbers that it counts, but does not diminish the frames. With DFTC (indicated by the; between hours, minutes and seconds) is used when the chronology said 30 minutes, then it will take 30 minutes exactly for your video playback. You can check this for yourself by browsing through a timeline with a Drop Frame timecode display one image at a time. Select the window timecode and top to 10000 (1 minute no seconds without frames) you will find yourself 0; 00; 59; 28 step forward of an image to get to 0; 00; 59; 29; and then a framework more far and end up at 0. 01; 00; 02 no frames were dropped, only the chassis of 0 numbers; 01; 00; 00 and 0, 01; 00; 01. the time displayed is correct in the duration of an image, that doesn't make much difference when you deal with a minute, but it makes a huge difference if you're dealing with an hour.

    There is an option for the Non-goutte time frame, but both practices, it is useless because the Timekeeping in the timeline panel is always bad. More the program error. Fall time frame gives you the exact time with a maximum error of a frame and a half. In the one hour show, you're out of 4 seconds. It is not significant for a youtube video, but it would be disastrous for network programming.

    You can check it out yourself. Start a new comp and the duration 1 hour. Add a solid layer and then press o to move the out point and you will see that the timecode is 0, 59; 59; 29 images. Do not get confused here because he said not 1 hour. Don't forget that the last image needs to continue to play for the program to stop because the CTI stops on the last visible image. Now, hold down the Ctrl/Cmnd key and click on the time indicator in the timeline and you'll see 107891 frames. A word of caution, if you look at the display of the time code and that you change the layout or project of frame drip not part time you will change the length of the composition and the number of images.

    Now, go to the project settings in earlier versions or to the Composition settings in the latest versions and select Non Drop Frame timecode display. Check the chassis numbers - they are exactly the same. Now Ctrl/Cmnd click the time indicator again and you will see 0:59:56:11 - If you were creating an hour long program and that you had the timecode set to image not to drop your program you would like to add about 4 seconds to your program. Imagine your surprise when he played on television and the last 4 seconds was cut off.

  • gotoAndPlay ("label") going on at different times of second click HTML5 canvas

    I have a very strange problem, I can't seem to understand.

    I work in CC animate with a HTML5 canvas.  I made a simple interactive slideshow that a user can jump around in.  Instead of going to the chassis numbers, I use labels for each button.  My key codes look like this:

    This. SL01_01But.addEventListener ("click", fl_ClickToGoToAndPlayFromFrame_2.bind (this));

    function fl_ClickToGoToAndPlayFromFrame_2()

    {

    createjs. Sound.Stop ();

    this.gotoAndPlay ("Slide02");

    }

    I have to stop the sound, then go and play an image tag.  It works on the first click, however, if the user sees this new framework, on the second click goes to the next section (the one after the label).  For the life of me I can't understand why.  Any ideas?

    So what you see is expected.

    you will stop on Slide02.  and then a gotoAndPlay will leave Slide02 and get arrested on the following image, before he gets to Slide02 again.

    That is to say, your gotoAndPlay runs and then the this.stop () runs in the Slide02 more 1 frame.

    to remedy this, use this.gotoAndStop ('Slide02') for not going out when rerun.  But if you really want to get out and then re-enter that govern when you could use:

    this.gotoAndStop(this.currentFrame+1);

    this.gotoAndStop ('Slide02');

    Any reason you have to want to do this is probably better handled by other code.

  • duration of the animation

    Hello.

    I am a first year student of Graphic Design at the University and I am new to After Effect.  I'm working on a project where I need to set up some length and ratio for an animation. According to the brief, I arrived to set up the composition of a 4 second video at 25 fps and the size must be 768px by 576px (4.3 proportions) for this animation, I had to use my own picture photographed hundreds. Unfortunately, when I import my 100 photos apparently in good order all properly numbered, Ae import for a reason, in separate files 2 1 includes 97 of my photos and another 3 (oddly, only 3 that I added to the pile later) and it happens everytime I try. In fact, this isn't my major problem, but perhaps it has an effect on the pain I feel. The problem I have is: I have set the dimensions in the composition settings, as he asked. However, the video is only until 03:07 dry parts + extra really short-00:03 that the separate program, who lives a relatively large gap on my compare video from 4 seconds to the size of it. I tried to understand where is the gap came, and why my photos can only compensate a 03:10 s animation. I'm stuck, but because my problem is quite specific I couldn't find any tutorial answering my question.

    Change the cadence of a composition does not change the pace of the film that put you in the computer. If you have a second clip, 30, who was shot at 60 fps in real time is 30 seconds. If you place this element in a model that is only 10 frames per second the clip will take 30 seconds to read that it will be as smooth because you won't see on a frame in 6.

    Default frame for importing image sequences is defined in your preferences panel. It is 30 frames per second. 100 images @ 30 frames per second is 3 minutes and 9/30 of a second or 03:09 @ 30 fps.

    If you put that image sequence in a model which is 25 fps and then the final visible image will be 03:07 and the end of the clip to 3:08(no_more_image) it's perfectly logical. If you look at the news to the right of the thumbnail for your image sequence when you select it in the project Panel, you will see that it is interpreted at 30 fps. You can change this by selecting the image and then right click or by clicking file > film > hand and change the images at 25 fps and your problem will be solved.

    Now let's talk about the numbering of the frame. Sequences of images must be in their own separate folder. If you have 100 images, then the chassis numbers must have 3 digits and exactly the same name. myFootage_1.jpg for the first image in a sequence of 100 images is not going to work. The frames will be out of use. You must use myFootage_001.jpg for the first picture and other images should be the same until you get to 100. The most likely cause of your problems with the import are directly related to the file names.

    I hope this helps. There are some fundamental things that apply to all film and video films. The search box in help in the upper right corner of the AE is your best friend when you come across something that is confusing. It will tell you some pretty decent community resources. The video is hard. You must understand the formats of compression, standards, rate frame, rendering, broadcast formats, formats of production and a bunch of other things like interlacing and pixel formats to work properly with the video. AE needs a foundation much more big in animation and composition techniques just to get some bases made reliable. Study and learn.

  • Image labels?

    Hello

    I'm going back to a previous image in a slide. The intention is to replay the animation on the slide.  Found a couple of threads discussing chassis numbers so looks like I have to enter the number of the current frame when the blade of the animation and then add a number so I don't know exactly what context to pass to.

    Sure would be nice if we had something like named labels that we could add to an image and then be able to use this label name in our actions.

    Has that idea been discussed before? Nothing appeared in a quick search in this forum.

    -Pete

    His is a simple JavaScript you can use for HTML5:

    var date = "yourAnimationName";

    window.cpCmndGotoFrameAndResume = cp.model.data [rider] .to leave;

  • Can a button to jump to a specific point on the timeline? (without going to another slide)

    I have a project on a slide, with a synchronized video multiple sliders in one minute. I have two buttons that appear after 10 seconds and pause the slide/video. If the user clicks A button, the action is set to 'continue' and the slide/video starts playing where it left off. HOWEVER, if the B button is clicked, I want the action to skip the user on the timeline to 45 second mark. Is there a a way to do this using advanced actions?

    Screen Shot 2016-02-18 at 3.39.46 PM.png

    Yes, with micro-navigation, which means that you use the cpCmndGotoFrameAndResume system variable and you will need to calculate the number of frame, which can be done with the same tip action. Chassis numbers start with 0. More information on Micro-navigation:

    Micro-Navigation in Adobe Captivate - Captivate blog

  • Length missing last mount

    Just updated to the last AE a composition with a length of 223 pictures but the last image I can get to the chronology is 222 and I export gives me 222 executives. During rendering, in the render Panel, the progress bar indicates 00222 (223).

    Am I supposed to + 1 frame of my account? I don't see how this helps me and it's very confusing. Is there a setting to make a frame length of a mock-up of the actual number of images I will export?

    If you intend to collaborate on a project that wouldn't do not because it is not standard. Count the time and using time code are extremely important if you do any work for broadcast.

    You can set the number of comp in the composition settings boot image, but it is not a good idea to use anything, but source code time imagery or zero for the number of times or a framework. AE, Premiere Pro, Final Cut, Avid, same linear editors (editing machines) all start at zero, because zero time until what the read head moves. A better idea is to define the model to use the number of timecode or frame of your source footage. Chassis numbers will match automatically. You start with the parameters of the project:

    Finally, you check interpretation of the file in the project Panel:

    So, when you create a model of the sequence you get chassis numbers exactly as they were made. No one is confused.

    If you start a new project of C4D within EI, chassis numbers start at zero:

    You should use timecode in your 3D application and corresponding to this timecode to any images you use. If the project is longer than just two or three shots, you must also set up the same kind of scene and take the numbering system used on a professional set, so you can keep track of things.

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