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I have two characters (two separate projects). One is a Photoshop file, the other is an Illustrator file. I have cycle layers in both. The Default layers in both are invisible until I activate the cycle layers trigger. The body parts are visible while the cycles run their course and then the body parts disappear. I've rearranged the hierarchy, edited the layer names, etc. nothing seems to work. Oddly, when I remove the Behavior tags the Default layer is visible. Also odd is that both have lip sync mouths that are visible and work just fine. Below are images of the Illustrator character. I want this character to put both his hands on his hips starting with his hands at his sides.Any suggestions?
So i keep getting an error telling me im missing a brace at the end of my program; "Scene 1, Layer 'Layer_1', Frame 1 1084: Syntax error: expecting rightbrace before end of program."and when i try to go to the source it just sends me to the very start of my code. (closer to the bottom you'll see a line of code that looks like it went to the next line for no reason, that's not actually how it shows when in actions panel, it's just wrapped around because there's no horizontal scrolling here.) import flash.events.Event; var moveSpeedX: int = 0; var moveSpeedY: int = 0; var boundaryState: int = 0; stage.addEventListener(KeyboardEvent.KEY_DOWN, keydown); stage.addEventListener(KeyboardEvent.KEY_UP, keyup); stage.addEventListener(Event.ENTER_FRAME, gameloop); function keydown(e: KeyboardEvent) { if (e.keyCode == Keyboard.LEFT) { moveSpeedX = -5; } if (e.keyCode == Keyboard.UP) { moveSpeedY = -5; } if (e.keyCode == Keyboard.RIGHT) { moveSpeedX = 5; } if (e.keyC
Hi there, I want to run an animation by scrolling the page, as the user scrolls the animation happens, and then when completed the webpage continues to run. Similar to this on the apple website: https://www.apple.com/uk/ipad-pro/ I'm pretty sure this is all controlled with WebGL but wondered if I could animate and get the same effect? thanks for the thoughts.
Hello i am using adobe animate 2022 but have found it to be lagging a lot. Its taken a long time to draw a handful of frames let alone colouring them in. Every icon i press freezes the program for around 30 seconds at a time. Is there something i can do to fix this? I thought my laptop would be sufficiently powerful enough to manage this program.
Hello, I've started working on an like a checklist or shopping list. You write what you want into the Textinput component and when you press done it will be what the check box is called. (if that makes sense). Is there a way to do it? Thanks for any help!!
Pretty much what it says on the tin. When I try to test any of my animations I get a blank white screen and in the top left corner it tells me to "Get Adobe Flash Player™" Of which has been discontinued. So I cannot get it and I'm back to square one in which my movie will not play.
Hi. I'm struggling with a very simple problem.I want to animate a stick figure, with stick arms and a stick hand attached to the arm.I'd like the arm to move like a curvy piece of rubber, but the only thing I manage to achieve with the bone tool is an angled line with random wobbly deformations.Isn't there a way to broaden the radius of the elbow joint, in order to achieve what I want? I know I can animate a straight line into a curve using a bezier line, but I can't connect an hand to it (or I didn't manage to).Here's an image: up there's what I get, down is what I'd like.Thanks for any suggestions!
I am moving away from Macromedia. I have a few questions: Is it still legal? If it is, I'm surprised because it's so damn buggy! Any free suggestions besides OpenToonz and Wick Editor on the spectrum of animation? May I also have some help finding alternatives to other Adobe programs (Illustrator, Photoshop, Premiere Pro, etc.)Any help is appreciated! Have a good day!
Because it looks like it 100% doesn't work. an.getDocumentDOM().addFilter("glowFilter"); an.trace(an.getDocumentDOM().getFilters().length); // 0
This feature is not available when using the old version of an,It can only be solved with this command,but having trouble with the codevar symbolName = prompt("Enter new graphic name"); if(symbolName != null) { var version = fl.version; var versionNum = parseInt(version.substring(version.indexOf(" "), version.indexOf(","))); var dom = fl.getDocumentDOM(); var tl = dom.getTimeline(); //create rectangle at top (guide for stage) var guideLayerNum = tl.addNewLayer('_stageGuide'); tl.setSelectedLayers(guideLayerNum, true); var stroke = dom.getCustomStroke('toolbar'); var strokeCopy = dom.getCustomStroke('toolbar'); var fill = dom.getCustomFill('toolbar'); var useCustomStroke = new Boolean(); useCustomStroke = stroke.style == "noStroke" && fill.style == "noFill"; if(useCustomStroke) { //fillCopy.color = 0xffffff; //attempting to set this var crashes flash stroke.style = 'solid'; stroke.thickness = 1; stroke.color = 0xff0000; //deprecated as of CS3
I made some pixel letters in Illustrator and then pasted them into Animate. When I add a shape tween, it is removing particular points in the letters. What would cause this?
I utilise Generate Texture Atlas extensively. Unfortuately, when I inspect the data of Generate Texture Atlas, there are no fields defining how the layers are parented. Adobe, can you please output the parent layer name in the keyframe data of Generate Texture Atlas. This seems like a pretty obvious omission to the texture atlas feature.
I work with Adobe Animate CC html5 canvas to create an interactive board with different panels of switches, analogue and digital instruments and so on. On some parts of a helicopter model I display the rotational speed. When starting my project all speeds has to be zero. When I use some button the speed (rounds per minute = rpm) should increase. As rotation of e.g. the rotor must be synchronous to the value of the pointer of the analogue instrument I added a function call to each frame of the pointer animation of that instrument to increase the value of the rotor rpm by one. As this rotation speed is dependant on other rotation, after increasing the value I call another function to check the rotation speeds. It looks like this: On each frame I call the increase function:this.parent.increaseValue();The function increaseValue() looks like this:this.increaseValue = function() { rpm_rotor++; this.mc_rotor.text = rpm_rotor.toString(); // displays t
Hello,New to animate. I rigged characters using the bone tool. In my first scene, I want to zoom in on the characters, so I tried scaling them up. This however seems to affect the scale throughout the entire timeline. I guess you can't tween these layers, and adding "poses" doesn't seem to work either.Is there something I am missing?Thanks,Stu
I am using Animate 2020. I can create an aniation without script and it works perfectly. Whenever I place a simple bit of action script on a button, code snippet 'click to go to webpage', it does not test or display properly. Only the blank document. As soon as I remove the snippet everything is back to normal. I dont understand, I have watched many tutorials and it works perfectly fot them. It is really annoying as I have tried many things to get it to work. I have also created a blank document created a button and added the snippet to that and it still does not work. Please help!
Hey, so im using custom eases in my project but everytime a make a slight tweak to one of them becuase i dont like how it looks it makes a new ease and now i have like 20 eases that i cant delete or anything. Is there a way to have the change just overide the one that is alreayd there
The extension is in .mxp format while creativre clouds only apparently support .zxp and .cxx format
Is there any way to reset the adobe flash program, if it has any errors?
Hello! Today after installing the last update (22.0.6) I tried saving an animation as a GIF and the export window has become so large, I can't access the save buttons at the end! I've tried to: Reinstall the program, does not workALT+M and other windows shortcuts, do not workChange to a smaller resolution: I'm working at 3840x2160px, when changing to 1920x1080 it seems to work but this is not a solution in the long run! Going back to my original screen size brings the error back. I've seen similar threads from some years ago but they focus on a small screen resolution, which is not the case.
(action script 3.0.) I need the code for buttons so that when it is clicked it will play, stop, pause, move to next song, move to previous song. Instructions given by the teacher was for the flash app and that did not work. I need help.
[Moderator moved from Using the Community (forums) to Animate.]i put action script on a button "click to play/stop sound" but when I try it, it wont stop the audio when I click it and it shows an error please help!! Error #2044: Unhandled IOErrorEvent:. text=Error #2032: Stream Error.at activity4_fla::MainTimeline/fl_ClickToPlayStopSound_12() this is my code: audioturnon.addEventListener(MouseEvent.CLICK, fl_ClickToPlayStopSound_12); var fl_SC_12:SoundChannel; //This variable keeps track of whether you want to play or stop the soundvar fl_ToPlay_12:Boolean = true; function fl_ClickToPlayStopSound_12(evt:MouseEvent):void{if(fl_ToPlay_12){var s:Sound = new Sound(new URLRequest("animalcrossingaudioClass.wav"));fl_SC_12 = s.play();}else{fl_SC_12.stop();}fl_ToPlay_12 = !fl_ToPlay_12;
Can you add arrowheads to lines in Animate similar to Illustrator i.e. choose and automatically apply different arrowhead styles?
My audio sounds great and is .WAV but once I import it into Animate the quality has gone down considerably. I've never had issue importing audio but I usually use stereo. I've tried changing the publish settings to no avail. I can't find anyone having this issue. Any help would be much appreciated!
This is the code the error comes from //The main menu's instance name is yourMenu.//Find and replace yourMenu to match that of your menu instance.stop();var btnNum:int;var highlightNum:int = 1;var menu11Open:Boolean = false;var menu21Open:Boolean = false;var bg:MovieClip = new MovieClip();bg.graphics.beginFill(0x999999, 1);bg.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);bg.graphics.endFill();bg.alpha = 0;yourMenu.addChildAt(bg, 0);//on mouse over menus: set btn number, highlight, open menu, close other menusstage.addEventListener(MouseEvent.MOUSE_OVER, overBtn);function overBtn(evt:MouseEvent):void {switch (evt.target) {case yourMenu.menu11_btn :btnNum=1;highlightBtn();openMenu();menu11Open = true;closeOtherMenus();break;case yourMenu.menu22_btn :btnNum=2;highlightBtn();openMenu();menu21Open = true;closeOtherMenus();break;}};//when user mouse leaves a button, set the highlightstage.addEventListener(MouseEvent.MOUSE_OUT, outBtn);function outBtn(evt:MouseEvent):void
Hi there I want to switch between different Scenes, after clicking on a navigation button. Sadly I can't create different Scenes in one HTML5 Canvas File. Is there any other solution for this problem? Something like connect different HTML5 Canvas Files and switch between them? Im new to this Tool and don't really know how to solve my problem. Thanks for your help.
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