『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Get help using Adobe Animate and creating animations.
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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); }
I managed to get sounds to work the way I want, but I'm a bit confused how to preload things. I have 2 sound formats:sounds/myAudioLoop.ogg sounds/myAudioLoop.mp3 I want to use ogg, but in Animate, I can only insert mp3 to the timeline: In Frame 1, there's a this.stop(); and a play button. When the play button gets pressed, it'll jump to the "start" frame and the sound plays. In Frame 2 labeled "start", I added my preload and sound codes:// preload var queue = new createjs.LoadQueue(); createjs.Sound.alternateExtensions = ["m4a"]; queue.installPlugin(createjs.Sound); queue.on("complete", handleComplete); queue.loadFile({ id: "audioLoop", src: "sounds/myAudioLoop.ogg" }); createjs.Sound.on("fileload", handleLoad); createjs.Sound.alternateExtensions = ["m4a"]; createjs.Sound.registerSound({ id: "audioLoop", src: "sounds/myAudioLoop.ogg" }); var _this = this; function handleLoad(event) { _this.audioLoopInstance = createjs.Sound.play("audioLoop", { interrupt: crea
How do I add UNICODE or HTML Entity etc to a dynamic text field?? E.g. root.streakAngle.text = streakAngle + '°'; doesn't render ° as a degree symbol.
Hello,I have made an animation in Adobe Animate HTML5 canvas. Everything was working fine couple of hours ago but suddenly now, when I export animation in JS/HTML, its just showing white screen and nothing is playing. Even my older animations are not getting previewed through Animate and I am also opening it as local live server using Visual Studio Code, then again its not showing preview. I have used chrome, Firefox and Microsoft edge for preview.
buongiorno da stamattina tutti i programmi danno il seguente errore Net::ERR_NAME_NOT_RESOLVED| da qui si scatenano altri errori.
Hello, I made a website with animations exported as html canvas. It worked just fine and now it doesn't display my animations anymore. Regardless of which browser I use. https://tosieobroni.pl/animacje/skok.html - there should be an animated couple on that confetti background.
Uncaught TypeError: cjs.MovieClip is not a constructor<anonymous> http://www.dayres.gfc.uk.net/day_res_HTML5 Canvas.js:23<anonymous> http://www.dayres.gfc.uk.net/day_res_HTML5 Canvas.js:2732
I am writing a quiz for my students. There are set of question marks that I keep needing to hide.Here are the instructions that work. this.qmmcm.visible=false;this.qcmm.visible=false;this.qmkm.visible=false;this.qcmmm.visible=false; I have written these into a function like this:function hidequestionmarks();{ this.qmmcm.visible=false; this.qcmm.visible=false; this.qmkm.visible=false; this.qcmmm.visible=false;}But when I try to call these from another function, it doesn't work.I use the instruction hidequestionmarks();in the other function. Can someone given me some guidance as to what I am doing wrong. Thank youRod
미디어 인코더를 사용하여 비디오 / 미디어 파일을 내보내려고했지만 오류가 뜹니다,
I managed to create a progress bar where I used queue.on("progress", handleProgress); to change the scaleX of a movieclip I named as bar_mc.var queue = new createjs.LoadQueue(); queue.on("complete", handleComplete); queue.on("progress", handleProgress); queue.loadFile({ id: "img", src: "images/image.jpg" }); function handleComplete(evt) { console.log("Done!"); createjs.Ticker.removeAllEventListeners(); }; function handleProgress(event) { console.log("Event Loading: " + (queue.progress.toFixed(2) * 100) + "%"); }; createjs.Ticker.addEventListener("tick", handleTick.bind(this)); function handleTick(event) { console.log("ticking"); this.bar_mc.scaleX = queue.progress; }; It works, but it starts at the center like in a):How do I make it start from the side like in b)? Also, this gave me an error when I tried it, but is there a way to put the this.bar_mc.scaleX into function handleProgress(event) ins
Hello, I managed to make the sound loop start when the frame loads using this code:createjs.Sound.on("fileload", handleLoad); createjs.Sound.alternateExtensions = ["m4a"]; createjs.Sound.registerSound({ id: "audioLoop", src: "sounds/myAudioLoop.ogg" }); function handleLoad(event) { var audioLoopInstance = createjs.Sound.play("audioLoop", { interrupt: createjs.Sound.INTERRUPT_ANY, loop: -1 }); };When I try audioLoopInstance.stop(); or audioLoopInstance.play(); though, nothing seem to happen. The stop all sounds seem to work, although I don't know how to play it again after that:stopEverySounds = function () { return createjs.Sound.stop(); } stopEverySounds();I am trying to learn to use the sound instance thing. How do I make audioLoopInstance to start the sound again?
I've used Adobe Animate to put together some educational games and activities fur students (something I think Animate is perfectly suited to BTW - as you can apply Javascript to give interactivity, whilst exploiting the visual creativity of using an on-screen editor for graphical elements). I have used various methods in the past for incorporating sound into these activities without really knowing if I'm choosing the best options. For example, which file formats are most suitable? Should I call them externally from a separate sound file when needed, or import the sounds directly into Animate's timeline? Some of the factors I'm thinking about are... Compatibility and accessibility (needs to work on all/most browsers). Speed (will there be a 'lag' between clicking and the sound playing?)Sound quality vs File size (are some file types out of the question for use in games for being too large/too poor quality?) Do sounds need to be preloaded in any way? (If so, how
Hello TeamI have 2 textbox scroller boxes that when tested locally function correctly (Please see Image 1)When I publish to the Web the textbox scrollers appear on the top left of the screen very small (Plese see Image 2).The following is the code for generating the textscrollers: // Create a DIV layer above the canvas// Accepts ID, X, Y, width, height, HTML content, and CSS styling (optional)// CSS styling is a CSS-formatted literal stringmkDiv = function(id, x, y, w, h, html, css) {var d = document.createElement("div");d.id = id;d.style.cssText = "position:absolute; left:" + x + "px; top:" + y + "px; width:" + w + "px; height:" + h + "px; overflow:auto;" + (css ? css : "");d.innerHTML = html;canvas.parentNode.appendChild(d);}mkDiv2 = function(id, x, y, w, h, html, css) {var e = document.createElement("div");e.id = id;e.style.cssText = "position:absolute; left:" + x + "px; top:" + y + "px; width:" + w + "px; height:" + h + "px; overflow:auto;" + (css ? css : "");e.innerHTML
Hey! There is a on going project named as <link removed-kglad> which needed to be redesigned in a way that user stick on the page for long and can read full details.For which we have to design this in a better way. Help me out and suggest best colour schemes.
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