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Hello everyone I've been using animate for a while and I have a problem assigning an action to a button. I designed a page for consulting some information and launching an exe file that contains other multimedia content. The button should trigger the execution of the exe file. I tried several strings but it gives me an error. Is it perhaps a function that is not possible? Thank you
I'm simply attempting to z-transform a movie clip. Any 3D transformation causes it to jump to one particular position, and I have no control over where it moves. Here is a video demonstrating the issue.
I had just finished a project and when exporting the progam crashed. I had saved before the crash and tried to open it but it then gave me this error. I have already tried the winrar repair and it does nothing. Is there a backup I can load or is it completly gone.
Hi, I'm a beginner with Adobe animate and am trying to make the bounding box to fit around my symbols. They look like big square blue boxes that interfere when I try to interact with the other symbols. Step by step instructions are a plus. Thank you.
Hi all,I am tasked with creating a video that will be hosted on youtube so needs to be a recognizable movie file format. However the movie is essentially just text and images so I figured Flash would be the best forum.I have created my animation, exported it as a .mov using the file > export > export video > option and it plays well but has not captured the audio included. The published swf handles the audio fine.The sound file is a .wav file. In Library I clicked properties and I can change compression to ADPCM which I read may work but alas no, same results.Can flash export video and sound in the export video option? If not, what other package would be recomended for important this .mov file and adding sound to it? Has anyone else run into this? SWF to Video converters are around but costly (without watermarks) and very buggy so I'd prefer a creative suite solution. I am using a MAC.Any help would be greatly appreciated as this project is at crunch time!Many thanks, Steve.
Hello, I am new to animate and I noticed that when I resize/stretch an object it stretches from the center and not from the side or corner that I am draging from. How do I change this setting?
When selecting a timeline from a library symbol with 'dom.library.getSelectedItems()[0].timeline', 'swapElement' throws the error ''swapElement' requires a selection', even though it has been selected and does exist with fl.trace("element = " + element + " selected = " + element.selected) = 'element = [object SymbolInstance] selected = true'. Any ideas? Here's the code.var dom = fl.getDocumentDOM(); var tl = dom.getTimeline(); dom.library.selectItem("main") var seqTL = dom.library.getSelectedItems()[0].timeline; var seqLayers = seqTL[1]; var element = seqLayers[0].frames[0].elements[0]; element.selected = true fl.trace("element = " + element + " selected = " + element.selected) fl.getDocumentDOM().swapElement('Symbol 1');
Hello! For some reason when I drag symbols from the library to the stage, they automatically appear upside down/reversed. Why is this? Thanks!
I am having problems in making the whole text-box interactive. I want that a picture and a new text-box appear by clicking on another text-box. I only manage to do it by clicking precisely on the letters of my text-box. What I need is, that I can click on something like an outline for the interactivity to trigger, so the click doesn't need to be precise on the letters. Thank you in advance.
the red mark or red circle mark is example of new window in one window/app, how to code in as3, pls help me!
Hello there! For starters: I use Adobe Animate 2019 CC! Beyond that, however, I've been having issues with shape tweening. Using copy and pasting of a curve, I've had it so that when I move one segment of this curve, it moves it's other segments, to give the illusion of a moving spirograph that's changing shape constantly. However-- the big issue I've had is that when this is moving, a bunch of random lines suddenly appear between points? And then vanish as soon as the tween reaches the last keyframe. I've got no idea how to fix this. Included below are snapshots of the issue, as well as my project file. So hopefully this can help anyone figure out what the problem is. Forgive any slop within' the file- I'm a newcomer and still trying to learn the tricks of this program. Many thanks to any who help! And for the project itself.
Hello.In An, the audio sounds great and clearly. But after i exporting my video, then moved into after effect. the audio just sound different, the sound is way more deeper and not clearly. Than i try in capcut, nothing changed. i through is my laptop problem, so i try and do on my computer (nothing change).exporting my video- Quick time - apple proRes 4444 with alpha than, Default (Animate)then i try to change the Qucik time back to H.264.then, then :below.sync - stream FPS 24 The video that i want to export is some kind of fighting effect.
Can someone please help me. I am trying to snap my timeline and panels to the boarders of the applicaion but it is not working. They snap to each other but not the boarders. I have every "snap to" turned on and it is still not working
Hi Sorry to post this angry message but I don't understand something in the way you developp animate. Thought I found a pretty good animate release (21.04) but a little intensive use of the movement interpolation editor showed this feature released long time ago is still buggy ! When exporting in SWF or movie all is wrong while all is good playing the animation in FLA file. It looks it comes from alpha or luminosity setting but not sure at all. Now need to spend time to turn it in classical interpolation.... Don't say, I can post post the bug. Know where it is after signaling many bugs to your support. So try to do a new report, expecting the support don't ask to install new version coming with new features and maybe new bugs (as it sometimes happened in previsous reports), but giving a fix for the version I use. Really prefer you stop making new release every year but proving more robust version every two or three years (maybe five). F***, Interpolation moveme
example:trace("mynameis-daffa"); // i wanna remove after "-string" to trace("mynameis");
ok team,Project 1 is done - (simple choose your own adventure)https://github.com/subtlefly/CYOA-animatecc-easelJS-html5keep in mind this is for education so its not polished - its an example for me to use as what students will be able to create.Couldnt have done it without you guys!Now I'm not saying it's amazing or anything but I am pretty happy with the amount of freedom students will have through the animate platform to add images, sound and animations and have fun (if they are not particularly interested in the coding). Kids who are into it can add sound, extra functions and go as hard as they want to/are able!There are plenty of things I could polish and add - there may be a few bugs but I think I have got most of them.. the kids will soon sort that out Thanks again everyone - if this code helps anyone else out well more power to your arm.Thanks and have a great day
Hi, can anyone tell me how to animate multiple copies of the same character. I copy and pasted the same charcater 5 times, and anchored and parented each. Now I just need them all to dance at the same time. Any help is greatly welcomed and appreaciated, I'm a bit new to this.
Poblema ao transferir ficheiro: Desliga automaticamente provocando erro;
Hello, everybody!I am currently developing scripts to enhance my performance working with Adobe Animate, but i am struggling to find the right reference for newest features, such as frame blend, or the parent properties of a layer (not related to a guided/folder layer). My current reference is a document from 2013 called "ExtendingADOBE® FLASH® PROFESSIONAL", named flash_cs5_extending.Does anyone have any clue?Thanks in advance and a great 2023 for you guys!
I'm trying to write a jsfl script that will go through all selected frames and animate the MCs to fade in, hold for a second, then fade out, then stagger them one after the other.But I'm having an issue with this, I think it should go through all selected frames, then alert with each of the layer numbers, but it is just repeating the last layer number.If I have 3 layers, each with a MC, it alerts '2' x3 times in a row, I thougt it should trace '0', '1', '2'. var el ; var tl = an.getDocumentDOM().getTimeline(); var items = an.getDocumentDOM().selection; for(var i=0;i<items.length;i++){ el=items[i]; el.selected = true; alert(tl.currentLayer) }
I am having problems debugging a project that a year ago I had no problem debugging. It is a flash player project with many external .AS files. Currently I am using Animate 22.0.5 build 191. I am trying to debug this Adobe Flash project.. Under Publish Settings -> Flash .SWF -> advanced I have added the checkbox for "Permit Debugging" When I set breakpoints in the main constructor in the .AS file, and then do Debug -> Debug to launch the project, Animate does not stop at the breakpoints. I have put trace() statements in the code just after the breakpoints, and trace statements are sending their messages to the log Output. Yesterday I was getting TypeError #1009 for null pointer access. Single stepping code would work. But a debug continue would not hit later breakpoints. I thought last night I was getting some breakpoints to trigger. But I noticed that when I stepped into routines, then did continue, breakpoints at higher levels of the cod
Hello, I am developing a little game in AnimateCC HTML5 Canvas scripts, trying to create a "flappy bird" effect when the user presses the space bar. It works fine when I test it on the browser, however, after publishing it as HTML and trying to run it on a Live Server in VSCode (it doesn't run on the browser after publishing) the spacebar press is not working at all. But the rest of the game seems to be just fine. Here is a snippet of my code: var spacebar_pressed = false; var gameStart = false; var userVelocity = 0; var gravity = 0.5; var user = this.user; window.onkeydown = function (event) { if (event.keyCode == 32) { gameStart = true; spacebar_pressed = true; }; }; window.onkeyup = function () { if (event.keyCode == 32) { spacebar_pressed = false; }; } function fallDown() { user.y = user.y + userVelocity; userVelocity = userVelocity + gravity; } function flyUp() { userVelocity = -15; user.play(); } function animate() { if (spacebar_pressed) { fl
Hi team,So I have this code that I have modified to run from the game.js class file. It runs with no errors and I can trace the text (loading) BUT - there is no text on the screen when I run it.Thanks for your help 🙂class Game { constructor(root, lib) { this.root = root; this.stage = this.root.stage; this.canvas = this.root.canvas; this.messageField = this.root.messageField; this.lib = lib; this.init(); this.keys ={}; } init(e){ this.player = this.root.player_mc; const game = this; document.addEventListener("keydown", (e) => { console.log(`Key "${e.key}" pressed [event: keydown]`); this.keys[e.key] = true; }); document.addEventListener("keyup", (e) => { console.log(`Key "${e.key}" pressed [event: keydown]`); this.keys[e.key] = false; }); //Message display field this.canvas = document.getEleme
Hi team,So I know if you use blah_btn.addEventListener you are supposed to remove it when you are done.If you use this blah_btn..on("click", function(){ game.update(); })does this leave a listener hanging around? If it does do you need to remove it/how do you remove it?Thanks everyone have a great day
Hi team,Code is running in external class file for html5 canvas.I cant work out what is going wrong here! If I put the .off for the listeners in the update function (at the right setstate point) when we get to setstate 5 and 6 the button (btn_1) is still calling the function setstate3();If I put the .off into the setstate functions (to remove the listener in the same function as it has been called) the button still functions at setstate 5 and 6 ..And I have tried to put it into another function to setListeners depending on the state but still not killing the bt_1 at setstate 5 and 6.no errors being thrown class Game { constructor (exportRoot, stage) { this.root = exportRoot this.stage = stage this.str1 = "start" this.strOp1 = "1" this.strOp2 = "2" this.init() this.setstate this.randomNumber } init () { const game = this this.main_Txt = this.root.main_Txt this.op_1 = this.root.op_1 this.op_2 = this.r
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