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 Post subject: Stop and start timeline...
PostPosted: April 16th, 2010, 12:00 am 
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Joined: January 8th, 2005, 9:51 pm
Posts: 9
I have a pub with a timeline that runs in the background. When an object is left-clicked, my action stops the timeline, performs a few simple chores, and then starts the timeline again.

All the actions are indeed performed BUT the stopped timeline never does restart - completely ignoring the instruction.

Any suggestions? I'm working in Opus 04XE.

Best... John


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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 1:03 am 
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Joined: November 12th, 2005, 1:56 am
Posts: 1474
Location: SFBay Area
Opus: OpusPro v9.0x, & Evol.
OS: Vista32
System: Core 2 duo 2Ghz, RAM 3GB, Nvidia Go 7700 - laptop
some ideas in general...

-- setting up standard actions, make sure you have identified and selected an object (your timeline) that the action applies to. Sounds obvious, but some action dialogue boxes will let you skip over that step.

-- make sure you do not have any objects using same name. Also, do not use same name for a variable and an object. (there are ~exceptions to this ( e.g., I can have a Vector_2 under Frame_3, and a different Vector_2 under Frame_5 -- and that is okay)

-- check your Application preferences and your Publication Properties for things like:
- transitions that are exclusive... must complete before another action can start
- animation is exclusive
- sounds or audio or video files that play to end before allowing next action to begin (or that must be stopped directly)
- maybe... synchronize to beginning or synchronize to end settings

Lastly, read through this: viewtopic.php?f=6&t=3738&hilit=timeline+start

(you could Search the forum for similar solutions)
Please add a Profile/signature for future posts.

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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 7:11 am 
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Joined: January 8th, 2005, 9:51 pm
Posts: 9
I've been using ILM and Opus since 1999 and was a beta tester for v2.81. With that said...

I just created a similar page in the trial of Opus Pro 7. The timeline that was stopped at the beginning of a set of actions DOES INDEED start again (as it should!) at the end of the set.

The fact that this same sequence DOES NOT WORK in Opus 04XE, leads me to believe that it was a bug in that release.

Can anyone confirm this?

Best... John


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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 9:51 am 
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Joined: March 21st, 2007, 10:44 am
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Opus: Evolution
V4 works fine. See example. Press Space to stop, return to start. Couldn't use buttons as V4 doesn't like W7.

Is it possible that you've not selected the time line?

Mack


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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 8:05 pm 
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Joined: January 8th, 2005, 9:51 pm
Posts: 9
OK. I've diagnosed the problem and can not come up with a workaround.

It's related to sound files that are assigned a specific channel in repeating timelines. If, in an action, you stop either specific or all sounds on that channel, the timeline will not restart. Also, if in the same set of actions, you play another sound file assigned to the same channel as in the timeline, the timeline won't restart.

Thus, I have moments in my pub where brief narrations, on separate channels, onbviously play overlapped. Guess I'll have to live with it!

Thanks for your suggestions... John


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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 8:27 pm 
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Joined: November 11th, 2004, 4:05 am
Posts: 636
Location: Christchurch, NZ
jwflorez wrote:
Guess I'll have to live with it!

Opus 04XE is showing its age...
I suggest that you upgrade to v7...

Paul


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Last edited by Paul on April 16th, 2010, 9:42 pm, edited 1 time in total.

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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 8:52 pm 
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Joined: November 12th, 2005, 1:56 am
Posts: 1474
Location: SFBay Area
Opus: OpusPro v9.0x, & Evol.
OS: Vista32
System: Core 2 duo 2Ghz, RAM 3GB, Nvidia Go 7700 - laptop
Quote:
can not come up with a workaround.
Did Opus v4 XE have Custom Triggers and Custom Actions, and the related script commands, back then?

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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 10:12 pm 
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Joined: March 21st, 2007, 10:44 am
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Opus: Evolution
Lar_123 wrote:
Did Opus v4 XE have Custom Triggers and Custom Actions, and the related script commands, back then?


Yes it did. The base set between v4 - v7 is actually very similar - it's the compatibility with modern OSs, the advancement of key features and innovative ideas that have pushed Opus forward.

As for the timeline problem, there is a work around but I'd have to ask is this software never to run under Vista / W7?

Mack

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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 10:52 pm 
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Joined: January 8th, 2005, 9:51 pm
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Mack... Thanks for your time and efforts - much appreciated.

OK. Yes, the published app will need to run on Vista and Win7. BUT... I'm willing to purchase Opus7 if you have a workaround for this issue.

Alas... Here's my other post from Opus Basics that you replied to. So, it appears that even when I purchase Opus7, my same routine will not work because of the disable/enable bug in Opus 7. Is that correct?

Best... John

----------------------------------
FROM "BASICS" POST:
When objects are disabled in timelines, the highlighted objects do not remain selected after clicking OK - leaving a blank "disable object" command in the timeline.

Has anyone else encountered or reproduced this issue?

Thanks in advance... John

------------------------------------------

Hi John,

Seems to be a bug. I've sent DW a message.

Mack


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 Post subject: Re: Stop and start timeline...
PostPosted: April 16th, 2010, 11:49 pm 
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Joined: March 21st, 2007, 10:44 am
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Opus: Evolution
Hi John,

I think having looked at timelines, the problem is not related to the use of sound channels. I'd hazard a guess that you are trying to stop the timeline from the timeline itself. I don't know whether this is in the instructions that you cannot do this, but it certainly doesn't work. The solution is quite straightforward, simply control the stopping and starting of the timeline independently such as from an alternative timeline.

Mack

P.S. I'll send DW an addendum explaining this and see whether it's glitch or the way it's supposed to work. My guess, as you could not possibly start a timeline from itself, even though the action is available, is that it's supposed to work this way. If both of these work then Opus 7 is the way forward. If this is an urgent matter, I'd also send DW an email explaining this and you may get a priory heads up on the fix.

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 Post subject: Re: Stop and start timeline...
PostPosted: April 17th, 2010, 3:40 am 
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Joined: January 8th, 2005, 9:51 pm
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Hi again, Mack.

No, I'm not stopping the timeline from within the timeline. When the page shows, the timeline starts. When an object is clicked, the stopping and restarting of the timeline is within thayt action's sequence (see attached).

I'm nearly positive that the issue is sound channel related, but who knows?

Thanks for all your help and for passing my thoughts along to DW.

Best... John


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 Post subject: Re: Stop and start timeline...
PostPosted: April 17th, 2010, 10:53 am 
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Joined: March 21st, 2007, 10:44 am
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Hi John,

Sorry, simply cannot replicate this. I've tried with different timelines and stopping and starting timelines and audio on different channels and Opus seems fine. Perhaps if you can demonstrate the problem in a simple example and we might be able to get to the bottom of the problem.

Mack

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 Post subject: Re: Stop and start timeline...
PostPosted: April 17th, 2010, 5:40 pm 
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Joined: January 8th, 2005, 9:51 pm
Posts: 9
Hi Mack. Starting with a new pub, I can't recreate it either. So, let's just assume I'm doing something wrong within my big pub's routine. MUCH thanks for your time and concern. I appreciate it!

Best... John


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