Get help using Adobe Animate and creating animations.
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I'm sue this is very basic, but I cannot find the answer anywhere. I am making an HTML5 canvas doc.Thank you to any who can help.
When children are added inside of one frame, say frame3, and a timeout defined in frame1 jumps back to frame1, is there a way to remove the children that were active on frame3 when the timeout occured. I'm not aware of a way to trap the timeout inside frame3, and remove them there when it occurs. Is it a viable practice to declare all variable that will be added as children to any frame as global on frame1?
I'm a novice. I'm trying to use a combobox to navigate to different scene in my .fla. I was able to use a conditional (if) statement which seems to work but it only allows me to use the "if" and "else if" statement once before giving an error. i examined information on using a "switch" but haven't had any luck understanding the coding or getting it to work. The following is the code I've wrote. Can anyone provide me some guidance? Thanks in advance.cb1.addEventListener(Event.CHANGE, home_dl);function home_dl(e:Event){ if (cb1.selectedItem.label == "A - B") { gotoAndPlay(65, "a-b");} else if (cb1.selectedItem.label == "C - D") gotoAndPlay(65, "c-d");}
I'm finding a sample label I add doesn't apply the assigned text formatting until the 2nd time it's called. The variables in this function aren't used anywhere else. I'm working on drawing a pie chart upon arrival at frame2. Before I get to the actual pie logic, I'm just testing the basic drawing parameters. The variables it uses are defined at the top of the AS3 for frame2: var pieChart:Shape = new Shape;var pieLabel_1:TextField = new TextField()var tf:TextFormat = new TextFormat(); Then used in this stub function: function draw_pie():void{// Pie chart elementstrace("draw pie chart");// Pie graphic logic TBD, place holder graphicpieChart.graphics.beginFill(0xFFaaFF); // fill colorpieChart.alpha=.7; // temp alpha to see position relative to other graphicspieChart.graphics.drawCircle(1660,545, 140); // (x upper left, y upper left, radius)pieChart.graphics.endFill(); // end the filladdChild(pieChart); // adds the circle to the stage// label parameterstf.font = "Arial";tf.s
How do I check if an eventListener exist? If it exist, I want to remove it with removeEventListener.addEventListener(MouseEvent.MOUSE_DOWN, btn_Click3)addEventListener(MouseEvent.MOUSE_DOWN, btn_Click2)addEventListener(MouseEvent.MOUSE_DOWN, btn_Click)
In Adobe Animate my audio is not playing after i pause it in editing mode. I've tried putting all kinds of audio, in different spots and everything, making a new project, literally everything. When i put the audio it plays as long as I'm on the frame where the audio starts, and it plays thru all the way. UNLESS I pause the animation, after pausing and playing, the audio is silent and won't play unless I start it from the beginning again. it's also not on time and doesn't line up with the audio waves. making it to where when I export the animation doesn't line up and is put off completely. it's not just a quick solve where I can move the audio after exporting either because there's scenes that are lined up in editing and then too short after exporting. What's happening and how can it fix this? [Mod note: Moved to appropriate forum]
I'm trying to export a gif in Animate CC. GIF only has one color in it and that is black. I still get white lines around the gif when I export it because it has a transparent background. Matte option is grayed out and can't be changed.How to fix?
I'm making a game where you create springs and I want them to be fully removed when they go off stage. The only way I know how to go about this is "removeChild(thing);" but that just hides it. Is there a way that can actually delete the instance because I'm not sure how. It also displays this error which I don't fuly understand. ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.at flash.display::DisplayObjectContainer/removeChild()at MethodInfo-49()
I wrote the code as below, but the list is not separated and saved in the array sm.What's wrong with my code?Any help would be appreciated.var sm:Array = []; var request:URLRequest = new URLRequest("http://.............../Text/soundList.txt"); // txt file : "a,b,c,d,.........." var loader:URLLoader = new URLLoader(); loader.load(request); loader.addEventListener(Event.COMPLETE, completeHandler); function completeHandler(event:Event):void { var str:String = event.target.data; //trace(str); // "a,b,c,d,..............." sm = str.split(","); // comma //trace(sm); // "a,b,c,d,..............." } trace(sm.length); // result => 0
Hello, Does anyone know a way I can export my layers in Adobe Animate as seperate PNG. For example in Photoshop I can use Layers to Files. A batch export. I need a way to do this.
I've receently been having a lot of trouble with animate. It used to work perfectly fine for me to drag and drop png files into my animation, but recently that has stopped working (so has import to stage and import to library). Instead, the animate window freezes and waiting for half an hour, i've observed no change. This happens now every time i try to import a png file (no matter the size) and comes after animate somehow corrupted (?) a file i had been working on for a week and i can no longer open that either.
Doing an animation assignment on a Windows PC but now have a strange issue when trying to move a character outline towards the centre of the frame, but it then gets blocked by a white space. I checked to see if it was something accidental I did on another layer (ex. eraser or other) but found nothing.Can anyone let me know what the error of this might be asap please? Thanks.
Use jsfl to adjust all movie clips to graphic elements// Loop through all the library items for (var i = 0; i < fl.getDocumentDOM().library.items.length; i++) { var item = fl.getDocumentDOM().library.items[i]; // Check if the item is a movie clip if (item.itemType === "movie clip") { // Convert movie clip to a graphic element fl.getDocumentDOM().convertToSymbol(item.name, "graphic"); } } // Refresh the library to reflect changes fl.getDocumentDOM().library.editItem();
I am wondering if Adobe Animate is the right program to accomplish my task at hand (or am I better off with Adobe After Effects?). I am making an animation with drawings I have created in Procreate. Many are already png sequences. I want to do things like pans and zooms and lip syncing in Animate (with my procreate drawings), as well as layering. If I am able to do some of the animating in the program (simple stuff like rocking the background image when on a boat) then I would do that as well. Am I able to accomplish this in Adobe Animate? I have made most of my drawings large so I would mostly be reducing size, not increasing. Some of my research indicates Adobe Animate is vector based so that makes me wonder if it is the right choice. I find Animate easier to work with than AE, but want to choose what will give me the best result.
Doing an animation assignment but now have a strange issue when trying to move a character outline towards the centre of the frame, but it then gets blocked by a white space. I checked to see if it was something accidental I did on another layer (ex. eraser or other) but found nothing.Can anyone let me know what the error of this might be asap please? Thanks. 🙂
I'm looking to create videos that allow me to both 1) include an animated clip within a wider video and 2) overlay an animation over a video (think like how news ticker or story graphic shows up alongside a news anchor). These would be relatively simple 2D animations with a somewhat intentional cartoonish like design. But as far as I can tell there's no direct means of importing Animate source files directly into Premeire Pro, at least without first sending it into After Effects to be reformatted. Is that correct?My understanding is that, once the material is in Premeire Pro (such as an After Effects sequence), it shows up as an additional Layer on the timeline which can then be placed where appropriate just like any other video you might import into Premeire Pro. Assuming that's correct, what I'm trying to understand or develop is a workflow that gets my material from Animate into Premeire Pro for that process.I've searched around the forum and online but keep finding animation via Af
Hello Looking for advice on how to achieve a fruit machine effect in an HTML5 banner. The words on red will spin and then land in the centre.
Hello I'm looking for a way to remove the hand cursor that appears when you roll over a buttonI'm working in html5 canvasThanks!
I made an audition for a show that didn't take that long. I wanted to export it to an .MP4 or .MOV file for sharing on YouTube; when I tried to export it with Swivel, it didn't work because I had Advanced Camera Layers on, however the animation I made depends on it, meaning I would have to remake it's animation from scratch. Does anybody have an alternative to using Swivel to make my .SWF files into video files?
Hi everyone! Question for Pro's. What the best hardware in 2023 to work with Adobe Animate? (and AE)?I'm working now on iMac 2019 and its recently became kinda slow.Is is worth to update to M1 chip macs?Or may be the time move to windows PCs?Whaddya think?
bonjour, je veux installer Animate mais je recoit toujours error 113..... je fait ce qui est conseillé en dessous du message error 113(désactiver antivirus/par feu...ect.) mais sa me ramene toujours a error 113 .....je cherche comment contacter le support , mon impression est que ils me font tourner en rond, je suis sur le point de laisser tomber et de chercher une autre compagnie pour un logiciel pour créé des animations
Programming is a layman for meCan the following code be used as jsfl to add animation to symbolsvar doc = fl.getDocumentDOM(); var my_tl = doc.getTimeline(); this.getCurrentFrame = function(){ var layer = my_tl.layers[my_tl.currentLayer]; var frame = layer.frames[my_tl.currentFrame]; return frame; } var theFrame = getCurrentFrame(); theFrame.setMotionObjectXML('myMotionXML'.toString(), false); var myMotionXML = '<MotionObject version="1.0"><Motion><Path><Point><X>0</X><Y>0</Y></Point><Point><X>100</X><Y>100</Y></Point></Path><Rotation><Angle>0</Angle></Rotation></Motion><Easing><In type="linear"/></Easing></MotionObject>';
Hello, Im trying to get some buttons to work in a few frames after frame 164, the buttons on frame 186 and 200 don't work no matter what I try. I can't really find any errors in the console either. My Question is what am I doing wrong and how can I fix these buttons so that I can make more and finish the rest of it.Before I was using the code snippets but I also tried the add using wizard and none seem to work. Frame 1/* Stop at This FrameThe timeline will stop/pause at the frame where you insert this code.Can also be used to stop/pause the timeline of movieclips.*/this.stop();/* Click to Go to Frame and PlayClicking on the specified symbol instance moves the playhead to the specified frame in the timeline and continues playback from that frame.Can be used on the main timeline or on movie clip timelines.Instructions:1. Replace the number 5 in the code below with the frame number you would like the playhead to move to when the symbol instance is clicked.2.Frame numbers in EaselJS s
The default ui is the same, it is not easy to distinguish
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