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  • Flash export file size problem

    #1
    Hello, all-

    I have two flash ads, one for a client and one for the newspaper that I work for, that need to go on the paper's website. The content management system we use seems to have some problems tracking click-thrus with rich media formats (you have to embed the getURL in the Actionscript for the ad, and then enter a special click-thru tag in the CMS), and so to track the clicks, I need to save the two ads as animated gifs.

    The client's ad compressed just fine into gif format. The file size of the gif was about 50K.

    The other ad, the in-house one, when exported as a gif ended up at about 3MB.

    I can't figure out why. It's at 20 fps, and I tried reducing it to 12, but that didn't seem to change anything. Is there something I'm missing here, or has anyone else run into this problem?

    Any help here would be greatly appreciated.

    Thanks

  • #2
    DPI?

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    • #3
      It's set to 72 on both of them. The only thing I can think of is that the bigger one has significantly more images and layers, but the .fla file is still only like 1.1MB, so I don't understand why the gif would be three times that file size.

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      • #4
        so the end file is a .gif?

        gifs aren't like fla's, with objects and timing and movement information (your browser renders everything, the user pretty much only has to download the compressed library objects). Think of a gif as a file composed of tens of jpegs with timing information (the developer renders everything, and the user has to download all of it for it to display).

        .. that didn't come out too right:
        gif: flip-book animation
        flash: click something with your mouse and drag it across the screen animation

        If nothing changes on the next frame it'll just use the same "image" as the one previously and wham you save that in file size. But if it's got to change, wham that's another image the file has to store, and at 20fps or even 12fps that can get hefty really fast.

        So lots of movement in a gif = lots more images to store
        whereas minimal movement = lots of repeated images (which are in fact the same 5k of data repeated by the gif's timer) and you end up saving mucho space.
        Last edited by John G; 11-27-2007, 07:04 AM.

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        • #5
          Ok, that makes a lot of sense. The larger one has four images that move slowly across the stage, so every frame is different.

          Comment

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