Tips for Using Archives

Although the way you organize your archives is a matter of personal preference, the following guidelines may be helpful:

Note: Multiple users can connect to the same file archive and restore material, projects, and settings from it. But only the first user to open it can write to it! Once that user closes the archive, someone else can open it and write to it.

Archiving When Working On-location

For projects done on remote location and which are archived without their media, it is possible to relink later the archived clips to their media files, even if the media are not in the same location.

Archive the project using the following Archive Options:

These two archive options create the smallest possible archive: it contains only the clips of the imported media files (links), and the media generated by tools such as Paint. Renderings from Timeline FX are not archived with these settings.

Restore and relink:

  1. Restore the archived project Flame Premium.
    • If the media is stored at the path displayed in the Location column, then all the clips are automatically relinked to their media once restored. You have nothing else to do.
    • If the media is stored in a different location, then the restored clips are unlinked. Continue with this procedure.
    Tip: Location column is visible in the MediaHub browser, when viewing the archive using the Workspace view.
  2. In the Media panel, right-click the sequence and clips to relink. Select Media > Unlink Reloadable Media.

    This deletes from the sequence the old paths that linked the clips to the media. Since the media is no longer accessible, these paths are obsolete.

  3. Relink the clips to the media:
    1. Open the sequence and go to Conform tab.
    2. Set the Match Criteria to File Name.
    3. Click Set Search Location and navigate to the folder where you want to search from, and click Set.
    4. When media files are found, press Link Matched Sources.
    5. You sequence is now ready to be used.
Note: Since audio files do not have a frame rate, you need to make sure to work within a project that has the same frame rate as the original project.