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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
My students have access to more than 200 animations which I run off a server. No problem until this morning when the link gave a blank page. Did something change over the last few days?I opened one fla file to test it. I published it and compiled it and I got a blank (Canvas) html page.Anyone else having this problem?
Hi, Here is my problem: I animate a scene in Animate (with an audiotrack). I animate on the audiotrack, so the timing is right. I export my animation (without audio), put in in After effect to do some compositing and import the audio track I used in Animate to work with it in After effect. The exact same audio track. And, surprise, the timing is completely different. My animation who was perfectly fitting my audio track in Animate is suddenly shorter and the timing isn't the same. I checked the fps from Animate and After effect, it's the same. Same problem when I import my audio in Premiere. What should I do? Thanks and best, E.
Hi,I worked for a few hours on my animation, and everything was going fine. Suddenly, every time I want to use the bucket tool, Animate crashes. I restarted my computer, changed my computer, changed the version of Animate, pressed shift + ctlr + window to reset my preferences. Nothing works. I really need to keep working on this animation. Can someone help me? Thanks!E.
Has anyone found a way to make a HTML banner auto play a video that is being hosted on a website's backend? We banner will play when the controls are available, but the onlt the text animation above the vide will animate on load. Is there a workaround in the HTML code itself?
나는 알고싶다 객체를 동일한 크기로 위아래로 움직이는 방법을
Adobe Media Encoder 2021 would not open from the Creative Cloud. When I tried opening from Start Menu I would get an error that said Missing MSVCP110.dll. What I found is you must redownload Visual C++ 2012 Update 4. Windows10 doesn't have the C++ 2012 library apparently. When I downloaded it, it gave me a prompt to "Repair" and it fixed the issue. Hope this helps. Here's the link.. https://www.microsoft.com/en-us/download/details.aspx?id=30679 credit to How2TechTips youtube channel
I cant seem to target a movieclip from a nested function it works fine from a function "ArgentinaBtn" that's called onClick... but cant target it if I place a function "defaultFade"within the function"ArgentinaBtn". Please anyhelp 🙂function defaultFade() { //alert("defaultFade worked!") this.page_map.interactive_map.Argentina.alpha = 0.5; this.page_map.interactive_map.Australia.alpha = 0.5; this.page_map.interactive_map.Austria.alpha = 0.5; } this.page_map.interactive_map.Argentina.addEventListener("click", ArgentinaBtn.bind(this)); function ArgentinaBtn() { //this.page_map.interactive_map.Argentina.alpha = 0.5; //this.page_map.interactive_map.Australia.alpha = 0.5; //this.page_map.interactive_map.Austria.alpha = 0.5; defaultFade(); //overwrite this.page_map.interactive_map.Argentina.alpha = 1; }s
Hi, I have a html5 banner file that worked a coulple of days ago. This file and all other files i have made is now showing up blank in crome, safari, through the test movie in Animate and in Dreamwevers preview if i open the html file. I have tried the file localy on me mac, on my work server and on other macs, but all with the same problem. What could be the problem? never experienced this before.
Looking for an example of dragging an object (e.g. symbol) along a path. In this case just aound a circle path.
My question is regarding actionscript/javascript in an adobe animate canvas/html5 project.I have the following code: Main timeline, Frame 0: var tempArray = [1,2,3,4,5]; alert(tempArray[2]); // alert shows 3Main timeline, Frame 50: tempArray[2] = 3; alert(tempArray[2]); // alert is ignored and doesnt print anything WHY?
I am composing some simple animations. In order to keep the timeline manageable, I am editing 30 second clips at 15fps which means my animation contains 450 frames. When all of the timings are perfected, I then select the entirity of the timeline, which can feature up to 20 layers or so, and then stretch to 900 frames (when the marker shows that you have exactly doubled the length of the timeline) and then modify the file to run at the 30fps the client requires. I don't know why, but this used to work just fine. Now, when I do this, all of the timings in relation to each other are, in many cases, way off! Have been using the same version for every project I've worked on (21.0.9 running on Mojave 10.14.6) but this has only just started happening. At my wits' end.
I have been trying to access all children of a movie clip except one and can't find a way of doing it... has anybody discovered this. My example shows how I was trying to do this a click action works for all but need to exclude one named movieClip.var root = this; root.fadeCountries = function(e) { stage.off("drawstart", root.drawStart); root.mapBtns.children.forEach(function(countries) { createjs.Tween.get(countries).to({alpha:0.5}, 500, createjs.Ease.quadOut); }); }; this.mapBtns.btn1.addEventListener("click", mapBtns1.bind(this)); function mapBtns1() { root.drawStart = stage.on("drawstart", root.fadeCountries, null, true); }
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