I have been working for 9 days on this shit. A designer/art director pair from the print agency (!) came up with a concept that includes multiple flv chained together. Not so hard, but-
They want it customisable in two places, where there are Photo-ID type ID cards lifted up to the screen in the flv by an actor.
My job is to load dynamic pics and tween so that the animation fits the flv.
This had alas been sold to the client well before I got involved, in fact I am involved only because it is near impossible to sync the (variable) frame rate of the animation with the invariable frame rate of the flv, despite both running at a supposed 25 fps.
So my method has been this: I edit the flv very carefully in the RichFLV editor, which gives accurate keyframe info. I encoded the flvs with every frame a keyframe (i do not care about file size any more). I have now two animations of exactly the right length, and I know their start times. One is 64 frames and the other 34 frames
I then do a for loop to set cue points (64 in the one case, 34 in the other) which then tell the animation to gotoAndStop at the appropriate frame, every 0.04 seconds (25 fps = 1 frame every 0.04 seconds)
So far so good- in one animation, at least. Does not yet look right but is tweakble.
The other one works exactly the same (dynamic image loaded into a "container" inside a movielip that is tweened on the timeline. However, the tweened content remains static until the last 5 frames, which represent the image moving very fast off stage.
Up until those last frames, the animation is supposed to jiggle around a bit, to try to match the actor's hand. But it stays constant at a fixed point, as you can see from this trace result window (mvPhotoFrame is the timeline animation; its "photo" is a symbol being tweened), despite the tween.
5.162, 5.402 etc is the playhead time.
playing Photo frame 1 at 5.162 mvPhotoFrame._currentframe is 1 and its photo is at x,y -13.85,-70.45 playing Photo frame 2 at 5.162 mvPhotoFrame._currentframe is 2 and its photo is at x,y -13.85,-70.45 playing Photo frame 3 at 5.162 mvPhotoFrame._currentframe is 3 and its photo is at x,y -13.85,-70.45 playing Photo frame 4 at 5.162 mvPhotoFrame._currentframe is 4 and its photo is at x,y -13.85,-70.45 playing Photo frame 5 at 5.402 ... ... ... playing Photo frame 27 at 6.162 mvPhotoFrame._currentframe is 27 and its photo is at x,y -13.85,-70.45 playing Photo frame 28 at 6.162 mvPhotoFrame._currentframe is 28 and its photo is at x,y -13.85,-70.45 playing Photo frame 29 at 6.162 mvPhotoFrame._currentframe is 29 and its photo is at x,y -13.85,-70.45 playing Photo frame 30 at 6.482 mvPhotoFrame._currentframe is 30 and its photo is at x,y -26.2,-36.75 playing Photo frame 31 at 6.482 mvPhotoFrame._currentframe is 31 and its photo is at x,y -28.45,-19 playing Photo frame 32 at 6.482 mvPhotoFrame._currentframe is 32 and its photo is at x,y -25.7,31.5 playing Photo frame 33 at 6.482 mvPhotoFrame._currentframe is 33 and its photo is at x,y -22.95,82 playing Photo frame 34 at 6.482 mvPhotoFrame._currentframe is 34 and its photo is at x,y -20.2,132.5
I realise that it is a long shot asking anything about such a mad scheme, but it has to be done before I lose the plot - 9 days of timeline animation and video tweaking is enough.
Alternatively, is there a better way to sync animation with the FLV?
omg do you still have hair? mine would be pulled out and on the floor.
well, judging by your use of cue points, you've done what you can even though your method seems mad crazy. I can't explain why the photo doesn't move other than the tween not being syncable because it's supposed to be flexible frame rates.
Is the one giving you problems the second of the animations to load? The reason I ask is it may be memory-related but I'm not a techy.
My question is why are you making a loop to create consistent cue points instead of custom cue points such as when the actor's hand moves right, moves left, then back, so you can trigger the animation then? That part I didn't understand. making the tween follow all these cue points seems like overkill.
It's a mad mess of a design I agree. That's why creatives should always have to consult the Flash Union before proceeding down these lanes.
Sorry I'm no help. It sounds crazy.
It is impossible to accurately track the actors hand without stop-frame as it wiggles around too much. We exported the clip and took the specific frames and while I say "tweened", actually each frame is a keyframe, they are only "tween" frames in order that flash does not interpret the new keyframe as a new clip and lose the loaded in pic.
The cue-point triggering a gotoAndStop has proved the least difficult way.
I have hair, but I have a rage building inside me that is going to explode very soon.
Can you track position by just recording your mouse movements as you try to match the hand moves in the video.
I'm not sure here if the problem is in how you've made the cue points, or in how you're using them in Flash?
If it's how you've made them, have you tried motion tracking in After Effects?
export the motion tracking coordinates from AE, you can get the coordinates and control the object that way 
Thanks, but AE is a foreign language. And I cant't see how to tie in dynamic content.
I got a friend to re-edit the clip..we'll see what Monday brings...
AE does the donkey work of creating the cue points for you - I still haven't had call to use it myself, but it sounds like it'd be worth your while learning it...