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Hello. How do I copy and alter a rg withoout changing the ooriginal rig. For instance, II want to re-se the same character dancing but change to colours. But every time I change the colour it alters the original rig.
In After effects there is a layer splitting function. Sometimes it is very practical for example for character arms, to make the change of depth and it is necessary to create a new upper layer to place the frames that continue. I have created a command with the history, but, the layer must be selected properly and the pasting must be more concrete. I share the video of what I am really looking for. an.getDocumentDOM().getTimeline().copyFrames();an.getDocumentDOM().getTimeline().addNewLayer();an.getDocumentDOM().getTimeline().convertToBlankKeyframes();an.getDocumentDOM().getTimeline().pasteFrames();https://youtu.be/UnLDqlCEKUA
hi every body;I m working on adobe animate html5 canvas project. My code is working well at its frame. But when I navigate to another frame then come back to the origion one that has my code the buttons do not respose at all. Any help please.My code is the following:this.stop();alert("phase1................");var that1 = this;this.rightSign1.visible = false;this.showTexts1.visible = false;this.newSenarioBtn1.mouseEnabled = false;this.showBtn1.mouseEnabled = false;this.showBtn1.alpha = 0.5;this.newSenarioBtn1.alpha = 0.5;list_1_val = "";list_2_val = "";list_3_val = "";list_4_val = "";var blinks = ['blink1', 'blink2', 'blink3', 'blink4'];for (var z in blinks) {this[blinks].visible = false;}this.checkBtn1.addEventListener("mousedown", fl_checkBtn1.bind(this));function fl_checkBtn1(evt) {alert("checkBtn1.. is pressed");list_1_val = String($("#list_1").val());list_2_val = String($("#list_2").val());list_3_val = String($("#list_3").val());list_4_val = String($("#list_4").val());//this.gotoAn
I recently got into adobe animate and was doing fine until I accidentally hid all the panels, when I got them back the sidescroller that let me scroll down to the bottom layers was gone, I tried everything I could think of. This is probably a silly question for those more experienced, so please help out a noob.
After finishing these sprites, I went to export them and none of them would appear on the sheet and it said that it had reached a limit.I've tried only having one animation that I know will fit, but that doesn't work either.I've even tried exporting the frames as png sequences and nothing changes. Any help in appreciated.
Hello everyone on the forum.I saw a very nice show on youtube.Here is the link.https://www.youtube.com/watch?v=4p9etJ5GHS0Maybe someone will explain to me why this code does not work for me.Snow appears on the stage, but everything stands still.There is no error in the console.Here's the code.var sh = stage.canvas.height*2;var sw = stage.canvas.width*2;var snowcontainer = new createjs.Container();snowcontainer.regX = sw/2;this.addChild(snowcontainer);function randomize(min, max) {return (Math.random() * max) + min; //return Math.round(Math.random() * max) + min;}createjs.Ticker.on("tick", snowfall);function snowfall(e) {for (var i = snowcontainer.numchildren-1; i >=0; i--){var s = snowcontainer.getChildAt(i);s.y += s.speed;if (s.y > sh+20) {s.y = randomize(-500, sh);}}}function snowstrom(sfc) {for (var i = sfc; i >= 0; i--) {var sf = new lib.snowflake();sf.x = randomize(0, sw);sf.y = randomize(-500, sh);sf.alpha = randomize(0.5, 0.9);sf.scaleX = randomize(0.5, 0.9);sf.scaleY =
I have tried everything and they just will not open on my MacBook Pro. Updated the operating system, relaunched, restarted. Nothing works. It just says it's not available at this time. I am about to cry. I saw something about a user folder but where is that? Online, on my computer, in the cloud? I am so frustrated.
Today 8:22 PMHi. I am the Adobe Virtual Assistant. How can I help?Post code not acceptedI want to make sure I understand clearly. Which of these categories best describes your issue?Something elseI'm still learning. Could you describe the issue differently or tell me your goal?postcode not acceptedI want to make sure I understand clearly. Which of these categories best describes your issue?Something elseI'm not quite sure what you need help with. Please select the best option for you:Try or buy new plan or appsWould you like to chat with an agent who can help find the right products and plan for you?Yes, chat with an agentOk. Connecting you to an agent who can help.Your estimated wait time is currently less than one minuteWe'll connect you with an agent as soon as possible. For a faster resolution, please tell us how we can help you today.You are now connected to Shikha, who is reviewing your account. If you need to share sensitive information, such as credit card number, please wait f
?? test jvm.ini-Djava.awt.headless=true-Xmx256mi edit jvm.ini to :-Djava.awt.headless=true-Xmx16384m
I have a question. Please can you help me? I've just converted my Animate CC cartoon to a Quicktime movie. The resolution is good but the colours are a bit washed out. Is there a way to bump the colours right up on the Quicktime film? I'm working on a comedy animation so I need the colours to be extra bright & vivid. Previously, when converting to Quicktime from Flash there was a simple way to adjust colours using sliders but now I can't find any colour controls anywhere. Does anyone know where they are hidden or how I can achieve gloriously brilliant technicolour? I used the settings - Quicktime and AppleRes 422. Many thanks in advance! - nikki x
Hi all, I was trying to do a quick and dirty screen capture of a new tool our software is developing to show some folks. It doesn't have to be top-notch - it's more that I needed a quick turn-around. I got a decent enough screen capture just using the built-in gamer's screen capture tool that comes with Windows 10. I used the mp4 in a Power Point presentation and it was FINE. But then I tried to upload it to YouTube so we could send the URL around to prospective customers. The resolution was horrible! Not a good rendering at all. I figured that the resolution needed tweaking. I am NOT good with this part of things - thought probably Premiere Pro might be a better tool for it, but I know Animate a BIT better so I started there. Big mistake #1: I updated my version of Animate before I started. Now I see that the Import settings are all different from the last time I did this kind of project. I am LOST. Not even sure where to start to figure out how to turn this
Hi everyone, I wonder if someone could help me. I'm making a website using Adobe Animate with the goal of making it look like a video game. Most of what I want to do I've figured out, but I'm wondering if someone could help me with a finer detail that's escaped me. At the beginning of the website/game, a button will appear on the screen saying "Press X to continue". What I want visitors to be able to do is either of the following; - Upon mouse click of the button, proceed to frame X and stop.- Upon pressing X on the keyboard, proceed to frame X and stop. Does anyone know how this is achievable please? Many thanks to all who respond! Chris
Hello. This is going to be a messy question as i'm not sure how to call the thing i'm aiming for.Some info: i know how to draw, i know how to use Animate on a base level. I have no idea how to code. Literally zero coding knowledge. I also have no idea if this is even possible in Animate, but i swear i saw what i'll describe made in it. You know how, when a 3d aninator rigs their model, they can grab a point of it and move it around to see how it acts? I'll attach an example video of that in 3d later. I'd love to do the same, but in 2d- assign a rig/bones and connections to a character, restrict their movement and, then, be able to move it according to this. Something like a small "game" or an interactive scene?There are tons of tutorials on how to make something interactive using mouse clicks or buttons, but that's not what i hope to do. Link! 3D, but i'd want to do something like that, if possible. https://youtu.be/MAM7mF2v7dE : something alike to this, but more fixed.
Hi, I have a variable declared on the main timeline: var myNum= 0; and i have a movieclip that, if allowed to play to a certain frame without interaction, it needs to add up to that variable on the main timeline. I tried using the following code: this.parent.myNum = this.parent.myNum + 1; but it doesn't work and can't seem to find the variable at all. What is the correct syntax for this? Can someone please help? Thanks!
So I want my buttons to work as such: When you click on it I want it to transaition to the down position and stay in that position.Then, when you click again it goes to the up position. I of course want it to cycle through the hit position as well. Any help or ideas would be appreciated.
I am new to Animate after having used Flash for years more than a decade ago. Some things that seem like they should be simple apparently are not in Animate and I am having issues exporting a finished scene as an MP4 with clean audio. First, looking at many of the posts in the community, they seem to directing people to a section that I just do not see at all in Animate. When I try to export my scene as a Movie, my only options are SWF (which is obsolete) or as individual image files (SVG, PNG, etc.), which are impractical. Why is there an option there for MP4 or MOV? If I try to export it as a Video/Media I can use the default H.264, but still no option for MP4 or MOV. Also, the final exported video comes out huge (over 5mb for a 30 sec clip) and I see no options to optimize that, which I find very odd. Second, no matter what video format I choose to export it, the audio comes out as crap. I captured and tweaked the audio in Adobe Audition, and it sounds nice and clean. When
I was working on my sprite animation today, and the export screen when you press ctrl + enter was fine, but when I was finished for the day and wanted to review my work, that same screen was just nothing but gray. Does anyone know what's going on and how to fix it?
Hi,I've tried looking around for info on this, but I haven't had much luck. Is there an event listener to detect when a sound has completed playing? To give some context to what I am trying to do.I'm trying to play a visualizer animation that plays while a sound is playing. But I want the animation to stop when the sound file has completed playing. Thanks in advance!
So, I made a video in Animate, but when I exported it to media player and turned it to an mp4, the video had no sound. I put the sound in Animate and meme modified it to be synced with the video, now I have to do it again.
We created a windows projector for our client. That .exe is running in a public exibition in the clients showroom. Unfortunately it crashes after a few hours running time with an "out of memory" error (says the log file provided by a technical partner). The app crashes even without user interaction and ram fills even when running during the night time. The app is not very large and only has some information screens and a few buttons with event-listeners. No game, no 3D, etc... Is there a problem with garbage collection while running? What causes the memory-usage?
I am extremely new to Animate and have made one animation that worked fine before this. When I test my animation inside of Animate it brings up my browser but shows a blank screen. When I try to publish the animation and play that, it does open, but it stays stuck on the first frame and the button doesn't work. When I test in Animate the console says: "Uncaught (in promise) DOMException: The buffer passed to decodeAudioData contains invalid content which cannot be decoded successfully." I checked the console when I open the published file and it gives me: "Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at (insert my file name here) AudioPluginTest.fail. (Reason: CORS request not http)."and"Uncaught An error has occurred. This is most likely due to security restrictions on reading canvas pixel data with local or cross-domain images."
Hello, In Adobe Animate, I animated a string of balloons expanding along a line. I was wondering if it was possible in this program to have the balloon animation automatically follow any line that was drawn. Possibly some coding happening so that the balloon animation happened along any line drawn. However, I'm not sure if this is even possible in Animate or where to begin. Does anyone have some ideas or pointers? Thank you for any feedback given! I've included the balloon animation below for reference.
I'm looking for a way to send commands from a control panel built in Unity with C#, to an application built previously in AS3 using Adobe Flash CS6. Previously I had two separate CS6 programs communicating with each other using LocalConnection to send commands from a control panel program to a stage program; I'd like to keep the LocalConnection coding intact if at all possible. Right now I just have the Unity app save a command to a text file that the CS6 app reads every 0.1s, which I have to think is incredibly inefficient.
Animate was installed but could not be run.I am inquiring because I cannot find a reason. An error has occurredSorry, Animate has encountered an error and needs to close.You will not be able to use Animate at this time. Please contact Customer Support and use the reference code 205 for more information on how to resolve this issue.
Hello, first time this happen to me is today.I'm working on an html5 banner that has a background and vector elements color this exadecimal #B12416 When I export the animation I can clearly see the color less saturated, and if I screenshot the browser and pick the color from Photoshop I get this color #9f361eHere there is also a screenshot that show the difference, left is browser, right is inside animate. Any hint?
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