hi guys,
i’m doing a flash movie where i need to import in a few hundred frames of png files into Flash (animation was done in a 3D program and exported as PNG files).
the total file size of the PNG files are over 400mb :stare: and i when i tried to import them all, my Flash just froze after 5 secs of trying.
is Flash not meant for such a huge volume of PNG files? is there a better way to do this?
the final product must be in Flash exe format aaaaaarghhhh…:crying:
hi my hair just turned white trying to import all the files in…:stare:
i’ve converted all png files into jpeg and managed to import all 600 jpg files into the timeline…needless to say, when i tried to export to swf, i got the error message “There’s not enough memory available”
that means to say Flash can’t handle files of such a large size? so the best best is to import a quicktime video version of the animation?
[QUOTE=karatekitties;2351689]i’m doing a flash movie where i need to import in a few hundred frames of png files into Flash (animation was done in a 3D program and exported as PNG files). the total file size of the PNG files are over 400mb and i when i tried to import them all, my Flash just froze after 5 secs of trying. is Flash not meant for such a huge volume of PNG files? is there a better way to do this? the final product must be in Flash exe format aaaaaarghhhh[/QUOTE]
Flash does not mind PNG files, but in that volume (400 mb worth) it will have issues with most file types, come playback time with that much embedded in the SWF. Since the PNG files came from a 3D program, why not just instead output to video, convert the video to FLV and then load the FLV externally and stream it?
[QUOTE=randomagain;2351726]plus PNG isn’t a happy flash file. loadClip() is a good example as it tells you when it has finished so you can increment and start loading the next file. although I don’t know wether it loads PNG shrugs[/QUOTE]
FYI: yes MovieClipLoader loads PNG files. Also Flash does not really have any issues with them when used correctly.
[quote=prg9;2351823]Flash does not mind PNG files, but in that volume (400 mb worth) it will have issues with most file types, come playback time with that much embedded in the SWF. Since the PNG files came from a 3D program, why not just instead output to video, convert the video to FLV and then load the FLV externally and stream it?
FYI: yes MovieClipLoader loads PNG files. Also Flash does not really have any issues with them when used correctly.[/quote]
the prob is, i need to animate text OVER the video, that why i had the video exported as frames. if the video is exported as flv file, can i still import it into flash n animated on top of it?
the file size is now less than 100mb but my comp already can’t handle the export process :crying:
Captions or overlay graphics: If you have video content that needs to be accompanied by other synchronized Flash content, such as dynamic text or graphic elements, consider the use of cue points to more easily sequence the content.
[QUOTE=karatekitties;2351835]ok thanks, will check it out[/QUOTE]
No problem happy to help. That is probably the best way to go. (streaming FLV, with cue points etc…)
Just curious however on the original thought:
1.) How many PNG files makes upt eh 400mb?
2.) Why did you choose PNG files? Do the PNG’s have an alpha channel?
3.) What dimension are the PNG’s W+H ?
4.) What is the file size of each PNG?
The reason I ask (again simply curious) is tons of alpha channels is not good for the Flash player. Likewise I was curious if the images could be optimized using PhotoShop/ImageReady/Fireworks, because 400mb sounds like alot, depending on how many there are and the size of them.
But agian the streaming FLV, with cue points etc… is probably your best option, let us know how it goes for you.
I mentioned stream, not preload - wait - watch. But regardless HUGE wont be good from any perspective and will probably cause performance issues. Perhaps if the original poster would offer more details, better answers could be derived.