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Get help using Adobe Animate and creating animations.
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I'm working with the new 2022 Asset Warp tool. Is there a way to lock the bone length? To me, the big plus of having bones instead of only points to move is the ability to use them to contrain the motion, but I can't find any setting options that do so. Am I missing something or are the bones just points with slightly more control? Thanks!
Open the software and pop up the window
I use Adobe Animate 2018 because its my preferred version.(imo they ruined the brush anti-alaising in any version above) Im working on a small-ish animation about 8-10 seconds long.Granted theres modest amout of assets in the animation.But its gotten to the point where its taking so long to save, like 30 seconds+ everytime, its so annoying to work with.Its a natural reflex to hit Ctrl + S every so often, so its messing up the workflow hard.If it was like a 10 minuite animation with loads goin on then ofc fair play, but this is a little 10 second animation.Are there any fixes for this?
Sorry this is probably the most stupid question on this forum but I accidently clicked the x on the timeline and I have got no clue how to reopen it and I've got something due tonight :/.
Is there any plugin/script that offers various types of animations to apply to text/symbols within Animate? Back when Flash was still active, there was an alternative program called Swish, which allowed you to use a point-and-click mouse menu to create all sorts of dazzling animations, simply and quickly, and then it would export your .swf file when you're ready. I understand that Animate has this capability, in the form of Actionscript and possibly in other forms .. The kinds of effects that I'm hoping for range from simple transformations to complex motion paths and animations. Is there a collection of effects or a website that offers pre-made scripts for download? Thanks!
I reuse a button several times. Each instance I use the button, I have it named uniquely so I can access it through the code. I have an mouse down event to play the mouse click sound in my library, an mp3. The first time it works fine. But never works again. Here are my settings when editing the button: Any ideas as to how to make the button sound click every time it is clicked upon?
Hello, I am attempting to make a project that has a button on it, and when it is clicked I have a custom event that is defined in the main stage dispatched. Then, I have a listener inside of a symbol that I would like to be fired when the custom event in the main stage is dispatched. Currently, the symbol is not listening to the event and I am unsure how to fix it. Here is the code in my main stage:var fireBounceBallBind = fireBounceBall.bind(this); this.button.addEventListener('click', fireBounceBallBind); var bounceBall = new createjs.Event('bounceBall'); function fireBounceBall(evt) { this.dispatchEvent(bounceBall); } And here is the code in my symbol:var eventListenerBind = eventListener.bind(this); var bounceBallBind = bounceBall.bind(this); this.addEventListener('bounceBall', eventListenerBind); function eventListener(evt) { this.addEventListener('tick', bounceBall); } function bounceBall(evt) { // bounce ball logic here } Is there a way
I'm not exactly sure of what happened but, the brush tool shows the preview of what I'm drawing but then just disappears as if I never made a mark. The fluid brush and pencil still work though.
can somebody help me with the link to download flash cs3 professional trial version. I need this for my sons exam.. appreciate your help thanks VJ
I am new to this program and have encountered a few issues. But I was surprised by this. I create new key frames for each viseme, then convert them to a symbol, then try to lip sync. When I go to my visemes there is only one image as an option, the rest do not appear. I have attached screenshots for you to see what I mean. I don't understand why they're not appearing or what I need to do to make a library of potential visemes. Thank you!
Animate has recently started failing to import some H.264 videos as well as photos, and it won't even display a rectangle when drawn on the stage until selected and moved. When I import the videos to use as a guide for creating an animation over the top it sometimes doesn't bring in the file but sits there as if it's finished. Soemtimes it imports the video file but the layers still show as blank. With regards to the images not importing, it was happily pasting images from my clipboard up until yesterday afternoon when it just stopped all together and now won't paste anything from my clipboard. The layers appear emtpy the whole time, even when there is something on the stage. No layers are turned off, not settings have been changed. I'm using the latest version, I've uninstalled the entire CC and run the CC cleaner tool and reinstalled but to no avail. The first image I've attached is of a blue rectangle I drew on the stage. Not visible until I dragged it and now most of
Hi,I have a new HUION drawing tablet, but when i want to draw in animate it dousn't work. When i lift the pen the brush keeps on drawing. I don't have this problem with photoshop... Can someone help me?
For some reason, my graphic symbols' bounding box dimensions are much larger than what their actual dimensions entail. I wouldn't worry too mch about this normally, but I'm trying to export the parent symbol as a spritesheet and those dimensions are also changing the size of the final sprite, which is making the png file a lot larger than needed. If theres a way to reset the box, please let me know.
I launched Adobe animate earlier today, and I was suprised to see that all my old files have disapeared. The only ones that remain are the newer ones.I thought that it was just some weird glitch or something, so I went to my files and still all my files were gone.I dont know whats going on but I just want my old files
Can someone help me fix this?
HiFor a school assignment I am animating an infographic using an HTML5 canvas, and what my problem seems to be is:When I press the button (on which I added an eventListener to call for a function which should the given animation for the given Movieclip. At the moment I am only trying to make the menu go from center screen (see screenshot 1) to move to the left (to frame 9). All the actions added in the Movieclip are just stops.In the Movieclip, I added all the necessary frames, added tweens, the whole shabang.But when I test the animation, it doesn't play the Movieclip, it jumps to the stop added a few frames further.The console doesn't have anything to say, so that doesn't really help 😅. Does anyone know how to troubleshoot this thing? Thanks in advance! /*stop animatie*/ this.stop(); /*code*/ const startButtons = [this.informatieKnopStart, this.bestemmingenKnop, this.passagiersKnopStart, this.vlootKnopStart, this.reisformulesKnopStart]; this.logoS
I have some javascript code in the action panel of an HTML5 document in Adobe Animate. Is there any way Animate would recognize javascript keywords and color code them? Right now it recognizes just the very basic ones like var, if, else, function. But I would like it to regonize more like Math.random() for example. Is there a way to edit the list of recognized keywords? I'm using the latest Adobe Animate 22.0.3.
Is there a way I can jump into the next scene and on to a specific frame in Adobe Animate? ActionScript 3.
Hi all, The following: When I want to test (publish) my project in the browser (IOS chrome), I can no longer see anything in the browser. Have no idea how this problem started. I have attached the error message.I also tested older versions of Animate, but without success.
I am rotating a symbol in code. During the rotation, the code converts to symbol's rotation property: if (LFAngle > 180){ LFAngle = LFAngle - 180; } if(LFAngle == 0){ LFAngle = 180; }This conversion is a technical requirement. When rotating the symbol in the compiled application, there are some logic problems with the LFAngle: LFAngle will show 0, and then 180 on another roation step. The first rotation of 360 degrees is OK (except the issues above), but then starts increasing from 180 to 360, which is what the logic above is tying to stop. Full code: var LFAngle; function updateLF_RotateCW() { var angle = 1 / Math.PI; root.LFLensHolder.rotation += angle; root.LFLensSupports.rotation += angle; root.lensParentLeft.rotation += angle; LFAngle = root.lensParentLeft.rotation; if (LFAngle > 180){ LFAngle = LFAngle - 180; } if(LFAngle == 0){ LFAngle = 180; } root.cylinderAngle.text = (Math.round(((LFAngle) * 100) / 100)) + "\u00
i want to learn animation to add some interesting stuff on my websites is there any tutorial from adobe that i can learn animation
Awhile ago I found a little bug when the html5 was added to the iOS home screen. With the web app open, during screen orientation changes, the canvas doesn't scale properly. It's because Animate's resizeCanvas code fires too fast. So I added a setTimeout inside resizeCanvas to delay it slightly: I've been editing my html files after every export. But it's time I make a custom publish template. I'm hitting a snag at trying to make the code work though. In the default template html, the resizeCanvas function is within Animate's javascript $ANIMATE_CC_SCRIPTS token/variable: In my custom publish template, I added a script after the $ANIMATE_CC_SCRIPTS token. It doesn't work: // Added below $ANIMATE_CC_SCRIPTS in the template html <script> window.addEventListener('resize', delayedResizeCanvas); function delayedResizeCanvas() { setTimeout(function(){ resizeCanvas(); }, 100); } </script> &nbs
Hi Animate forum:Here is my workaround to the problem of there being no built-in hittest in HTML5 JavaScript. (JavaScript developers are you listening?) I found a lot of info on how to do it in plain HTML5, but not much on how to do it in Animate, so I am posting the code below in hopes it saves work for someone. You can download the FLA, HTML and JS files from dropbox: hittest_demo. The red and blue buttons instantiate flowers from the library. Drag them to the compost bin and see them disappear (the JPG shows a blue flower about to disappear with the intersection of hit areas.) Basically the code works by testing for the intersection of rectangles described in the if clause (code below). If anyone can improve on the code, please contribute.Also, I have one question: How would I delete the flowers after they become invisible? Thanks.Zaffer let flower; let compost = this.compost_mc; let flowerW = 32; //width and height of flower clips let compostW = 40; //width of
Hi everyone,I've used some code to make my interactive animations display full screen (not "responsive", as in the publish settings... which seems to just scale). Whilst it all works fine visually, for some reason any clickable elements near the top of the page no longer work. As soon as I exit full-screen mode, they work again. I'm guessing it may be something to do with the aspect ratio of the canvas not matching that of the browser window, but I'm not sure? Any ideas what could be happening? My canvas size is 1920x1080. function launchFullscreen() { var i; var elem = document.getElementById("canvas"); var fs = ["requestFullscreen", "webkitRequestFullscreen", "mozRequestFullScreen", "msRequestFullscreen"]; for (i = 0; i < 4; i++) { if (elem[fs[i]]) { elem[fs[i]](); break; } } }
Good morning. It seems that today this URL https://code.createjs.com/1.0.0/createjs.min.js is not available.So it's not possibile to watch any preview when I launch my file from animate. How can I solve this? Is it possible to replace automatically this URL with another one (eg. the one from google) Thank you
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