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Are you writing about importing images into the movie's Library during authoring? Or are you writing about importing images during runtime using Actionscript?
If it's the first, then you may be running out of memory. Try importing fewer images, say 20, and then save the movie and import another 20, etc.
No, I am importing the images into timeline as a sequence into keyframes. Then want to add interactivity like start drag and stop drag with rotation.
Thanks in Advance.
They are being imported into the library if you are importing them into the timeline, so it is likely a memory issue.
as my project wants many images into flash that they r sequence images and needed action script for it, can i otherwise create separate files and import through scripting that is loading external files that kind of thing?
You can load the image files into your movie's Library during authoring, or, you can import the image files into your movie at runtime. Either way, your're still using the same memory.
If your movie is designed so that the user will only ever use some of the images, then it may be better to load the files that the user selects at runtime.
In either case, you should optimize the images that you use as much as possible so that you are using the smallest possible file size and still keep the greatest image quality possible.