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I recently retired so I'm now using a personal laptop instead of a laptop provided by the school I worked at. With my old laptop I used to use Swiffy to convert swf into mp4 files. I just attempted to download Swiffy to my new laptop, but Copilot is telling me that Swiffy is no longer available, and it's recommending two alternatives, FreeConvert and Convertio. However, I have no grounds for guessing if either of these are best. Could someone please let me know what you prefer?
My animate fla file is corrupted, but the file size is still large. I was told that as long as the file size isn't something small like 1 or 2 kb, there were ways for adobe support to restore it. I've tried the winrar method already.
Has anybody got a scratchbook style reval animation, (on hover) working in a adobe animate html canvas project? Different form the example below: using x2 different images (one on top of the other), on hover, hide the top image to reveal the image below. Similar excample: https://createjs.com/demos/easeljs/alphamaskreveal Any help to get started on this, much appriciated 🙂
Hello Adobe Animate Team,Thank you for the continuous improvements to Animate!I’d like to suggest a feature to speed up the frame-by-frame animation workflow. Currently, when pressing the “next frame” key (right arrow or >), the playhead (blue vertical line) does not move forward unless a keyframe exists or is created by drawing or pressing F7. This means animators must manually create keyframes before moving forward.It would be very helpful if Animate allowed the playhead to move forward freely on the timeline when pressing the next frame key, even if no keyframe exists yet, while still showing the previous frame through onion skinning.This way, animators could smoothly navigate frame-by-frame, seeing their previous drawings and choosing exactly where to start the next keyframe. Once they start drawing, a keyframe would be created automatically thanks to auto-keyframe.This feature, similar to how Toon Boom Harmony works, would greatly improve workflow speed and creative flow for tr
In AEM Guide, I want to include a JavaScript file while creating an HTML5 form. The CSS is working, but the JavaScript is not integrating properly. I'm not sure how to include the JS file correctly
While using the latest version of Adobe Animate, I suddenly encountered an issue where the application would no longer launch. In an attempt to resolve this, I completely uninstalled all Adobe applications as well as Creative Cloud, then rebooted my PC. After that, I installed an older version of Animate (24.0.1), but the problem persists — Animate gets stuck at "Configuring Workspace" and becomes unresponsive.Based on solutions I found, I have already deleted the following folders:C:\Users\<username>\AppData\Local\Adobe\Animate CC 2024\C:\Users\<username>\AppData\Roaming\Adobe\Animate\2024\Unfortunately, the issue still remains, and Animate does not open.If anyone has any suggestions or possible solutions, I would greatly appreciate your help. Thank you in advance!
My default values for the f5 and f6 keys don't match. And I can't make dots and a frame ribbon on the timeline.What should I do? Help.I've already tried default combinations with the Ctrl, Shift and Alt keys. It doesn't help.
This is REALLY winding me up now! ANOTHER output problem. I am creating two files with identical content. One is 1080x1920 HD, the other is 1680x675. All items on the artwork are repurposed to suit the size and shape and the main items are vector-based. When I export to Video/Media to create a .mov file (Quicktime/Default (Animate)), the 1080p screen vectors are nice and sharp. Using the same settings to export the other file, it's blurred. I've tried EVERYTHING to get the settings for the landscape version to work and it just doesn't make sense that it works for one and not the other. I have tried this on both Intel and M2 Macs but no difference. I have SOME hair left, but not much!
Hi friends, the title says it all. I am looking for instructions, tutorials, and advice on how to do this. I really would like to find a step by step tutorial on how this can be done. If anybody can point me in the correct direction please do. Thanks Adobe Animate HTML5 Audio Player with playlist
Hello Adobe Animate Team,Thank you for the continuous improvements to Animate!I’d like to suggest a feature to speed up the frame-by-frame animation workflow. When pressing the “next frame” key (right arrow or >), it would be great if Animate simply moved the playhead forward on the timeline, even if there is no keyframe there, while still showing the previous frame via onion skinning.This way, animators can freely move forward and see the previous drawing without needing to manually add or delete keyframes. Then, once the animator starts drawing on that frame, a keyframe is automatically created because auto-keyframe is activated.This small change would keep the creative flow smooth and uninterrupted, making traditional animation much faster inside Animate.Thanks for considering this!
Is someone able to explain this for me? Attached is a screen grab. *Ignoring the difference in resolution* (on the left is a vector placed in Animate and on the right is a blown-up version of the end result in a .mov file), there is a problem I can't work out. I've tried what I think is every combination of file conversion using Media Encoder and Movavi Studio, but it's always the same. The logo develops a drop shadow. Looking further into it, it appears to be anything brightly coloured, although red seems to be particularly noticeable. I've tried placing the file as a high res JPG, a PNG or pasted directly from Illustrator as a vector but nothing is helping. Any ideas or help on conversion settings would be gratefully received.
Expand the Global section by default in Action panelIt's 3 lines. doesn't take much space. having to click it open for multiple files every time is a PITA.
When I use zoom on the camera and apply a classic tween, it seems to end with a jolt. The Y value of the last frame before the keyframe has a very different value, which causes this visual discomfort (example: Y=-60 in the last frame before keyframe, and Y=-64 in keyframe). How can I fiz this?
I've messed up my animaetion-- everything is skewed. Starting over. Anybody know how to remove parenting relationships?
Hello Adobe Community, We are so excited to share that we have a new home and, it is better than ever! You can find the new homepage at community.adobe.com or adobe.com/community. The Adobe Community is more than just product forums—it’s a place to connect, get inspired, and grow as a creator. Our new Community homepage brings it all together in one central place, giving you a clearer view of everything available to you. Whether you’re here to learn, contribute, or just explore, this community is for you — a place where ideas grow, connections form, and your voice helps shape the future of our products. This is your Community. So, what’s new: A streamlined homepage where you can explore product forums, browse creative inspiration galleries, and discover upcoming events—all in one place. A new Creator Spotlight section featuring community members like you and highlighting your work and giving you quick access to starter
I made a canvas project with Animate 2020 (createjs 1.0.0), put it on my server, and I get an error during loading, so the project does not start.This happens each time on the first load, when I refresh the page, with a second load everything works fine withour errors.The project uses a large atlas file for the images (9MB). When I'm not using a spritesheet (so all image assets exported in individual files) I don't have the error, but then of course the loading takes much much longer. Any idea what I can do to resolve this? This is the error I'm getting:Uncaught TypeError: Cannot read property 'getContext' of undefinedat a.b._parseData (createjs.min.js:12)at new a (createjs.min.js:12)at handleComplete ((index):51)at (index):36at a.b._dispatchEvent (createjs.min.js:12)at a.b._dispatchEvent (createjs.min.js:12)at a.b.dispatchEvent (createjs.min.js:12)at a.b._sendComplete (createjs.min.js:16)at a.b._loadNext (createjs.min.js:17)at a.b._processFinishedLoad (createjs.min.js:17)
Hi, I created some HTML5 Ads a couple of months ago with all images exporting into a single sprite sheet without any issues. I have tried to use the same Animate file but with the images replaced for a new batch of Ads however the images will not export as a Sprite sheet and will only export as seperate JPG's. I have also tried re-exporting the old ads and they also no longer export as a sprite sheet either.The publish settings are set to export as a spritesheet but it seems to no longer work. Can anyone help resolve this issue?
This is peculiar. I have a MovieClip with 2 frames. This code is on the first frame: this.AppInfo.on('click', function () { this.gotoAndStop(1); console.log("Button was clicked!"); }); this.stop(); When AppInfo is clicked, the c.log works and no errors. but the clip does not move to the next frame. Shouldn't it? Any idea what's going on? File is attached. Or, was... Why can't I attach a .fla? I tried to attach it's .js file instead but got this: Why doesn't this site recognize a .fla file?
I want to add a a highlight to indicate the last object clicked without adding this to every object click:this.Marker.y = this.navButton1.y; this.Marker.x = this.navButton1.x; According to Google AI this should do the trick: // Set the initial position of the object to move var objectToMove = this; objectToMove.x = 100; objectToMove.y = 100; // Add a click event listener to the target object stage.addEventListener("click", handleTargetClick); function handleTargetClick(event) { // Get the clicked object var target = event.target; // Make sure the clicked object is not the objectToMove if (target != objectToMove) { // Get the position of the target object var targetX = target.x; var targetY = target.y; // Set the objectToMove to the position of the target object objectToMove.x = targetX; objectToMove.y = targetY; } } So I added handleTargetClick(); to the click function for my navigation objects, altering the co
I am trying to make it so on my stage, I dragged in a video component, set the path to a video using the component parameters, and when the video is at say 10 seconds, one layer isn't visible and another one is. Then at say 24 seconds into the video, that layer isn't visible and another one is etc. I couldn't find a good answer to how to use JavaScript to have this functionality so if anyone has some pointers that would be great! I have tried createjs.Ticker but that doesn't seem to like me and I always get console errors. At the moment I have an array with all my cue points and which layer it makes visible (they're all hidden initially). All my attempts so far have resulted in nothing happening at all. I see a lot of responses like, you can do it manually (as in using Adobe Animate's frames), but I need the animations to be triggered when the actual video is at a certain point. Thanks!
Hi everyone! I'm having a problem importing .mov video files into Animate. No matter which video I try to import, I keep getting the following error:"One or more files were not imported because there were problems reading them."The videos were created using transparent .png sequences, and transparency is important—I need to preserve it.I’ve tried all possible QuickTime encoders (Apple ProRes 4444), but none of the .mov files can be imported into Animate.I'm using the old Animate version 2.0.3 (Build 25487). Could that be the reason ?
Quand je veux utiliser la gomme sur cette image clé ça ne marche pas, si je double clic dessus je rentre dans un calque, mais ça transforme mon image sur tout le long de l'animation de mouvement (ce n'est pas le but). Comme faire pour fusionner les différentes couches du calques de cette image clé ?Merci à vousWhen I try to use the eraser on this keyframe, it doesn't work. If I double-click on it, I enter a layer, but it transforms my image throughout the entire motion animation (which isn't the goal). How do I merge the different layers of this keyframe's layer?Thank you.
I have a function that is to populate a movie clip with the values of variables. this.pd_PTSVBBEVA=function(){ // This all works fine: exportRoot.PTSVBBEVA.pDisplay.pName.text = t_PTSVBBEVA; exportRoot.PTSVBBEVA.pDisplay.pDesc.text = c_PTSVBBEVA; PP_URL = u_PTSVBBEVA; // this bit does not: var pPic = new createjs.Bitmap(p_PTSVBBEVA); exportRoot.PTSVBBEVA.PDisplay.pic.addChild(pPic); exportRoot.PTSVBBEVA.PDisplay.pic.scaleX = .2; exportRoot.PTSVBBEVA.PDisplay.pic.scaleY = .2; } The error produced: Uncaught TypeError: Cannot read properties of undefined (reading 'pic') 'pic' is certainly there in my MC, it is an empty MC: Looks like it should work, I have a similar function that populates another type of MC in other applications that displays the image just fine, what might I be missing here?Thanks!
I need to save the banner in html5 format as a single file (without archive). In this file, vector objects are displayed correctly, and the bitmap image is missing. Can you tell me if there is any way to automatically embed a bitmap image through adobe animate?
Hello everyone! I created a fullscreen in Adobe Animate. On phones the animation is very slow(((If I delete this line: "AdobeAn.makeResponsive(false,'both',false,1, [canvas,anim_container,dom_overlay_container]);" the animation works fine. But on retinas the quality is very bad. Is there a solution to this problem?
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