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Hello,I want to know how to upload images in an UILoader. I know how to do FileReference.I want to know how I can save it and automatically load it. Here's the code I have so far...var fileRef: FileReference = new FileReference();fileRef.addEventListener(Event.SELECT, onFileSelected);button1_btn.addEventListener(MouseEvent.CLICK, selectPuzzle1);function selectPuzzle1(event: MouseEvent): void {fileRef.browse([new FileFilter("Images", "*.gif;*")]);}
So I have made this code so i can move the playhead one frame at a time. But it does not seem to be working?? It use to work just fine, not sure what has happened.var doc = fl.getDocumentDOM();var t = doc.getTimeline();var l = t.layers[t.currentLayer];var play = t.currentFrame;t.currentFrame = (l.frames[play].startFrame === play && play > 0) ? l.frames[play-1].startFrame : l.frames[play].startFrame;Im not interested in moving from one SET keyframe to another.
In Canvas. How can you play Audio file. without Createjs? And how can you change the color of MovieClip without Createjs? I am not able to use external scripts at all.
Dearest Adobe-using folk, Currently i have Animate exporting issues! Every time i want to export a selected part of the timeline instead of the entirety of all 18000 Frames in my timeline, Animate keeps telling me that the selected 78 Frames that i want to export aren't exportable, due to the the selected timeline span not being long enough, and that for some reason the video requires at least 5761 Frames to display its entire length. Doesn't matter if i want to export the frames as a Movie or a PNG Sequence! Its incredibly nerve-wracking as im using Animate to complete my bachelor movie! I currently can't find any other solution apart from rendering out each frame as a separate PNG one at a time. If anyone has experienced a similar problem, or has found a solution to this problem, let a desperate man know!
My Animate for canvas is looking as intended on desktop, but on an ipad in Chrome, the top and bottom are getting cropped off. I am getting no console errors. My canvas is an interactive timeline with loads of popups etc. Everything works fine except for the ipad cropping issue. I made a very simple test file, 1350 x 1000, to try and isolate the cause. Publish settings are pretty much at default, with "make responsive" and "center stage" ticked. Nothing tricky going on in the test file, no js, no interactivity, just a canvas with a couple of shapes in the corners, to check the crop. As far as I can see this test file I made is about as basic as possible, but I still get the crop problem on ipad chrome. Occasionally, if I keep reloading, or maybe do a few pinches, it seems to alter the amount of cropping. Once or twice it even looked ok. But by and large I seem to lose roughly 50px off both top and bottom. It looks fine on ipad in FF or Safari, it's just in Chrome I
Hello, I hope you all are fine. I am in animation field from last 2 years and now I am willing to learn game development as well. I have a great knowledge of adobe animate, adobe after effects and illustrator. I am curious If Adobe has some software for making games as well? I am feeling good with adobe softwares so If they have some course, I am willing to buy that and learn game development as well. Thank you all, Cheers,Zaid
Each of these "people" are buttons (pictured). When you click the button, a pop up opens. When you click the button again it closes. I would also like the pop up to close if you click a different button on the page. Is that possible? I have it hosted here if you'd like to try it as is right now:https://itch.io/embed-upload/4912301?color=333333
Is there a way in Illustrator or InDesign to populate dynamic text inside of a symbol with the instance name & number of instances? I need to have multple instances of a symbol where the only difference is the text label. I am working on a floor plan where I need to add multiple instances of the same symbol but with the text label auto counting the instances. I couldn't find anything in a search of the forum. Please see image below example. Symbols are the yellow or purple rectangles with labels 2M.W.01 or 2M.W.02 next 2M.W.03. I currently have to enter each instance manually, and when one symbol is removed I have to go back and relabel all of the instances with the updated count.Thank you.
Hello, I'm a newbie whit Animate. This is a file HTML5Canvas.I created 2 components (TextInput, Button) and a textdynamic box in my scene.TextInput = mdpButton = valider The scene :And I would like if the response is right when the user clicks the button, the text OK is displayed then redirected to a web page. And if the code is wrong, another text is displayed.Here is my code :this.stop(); var monInput = document.querySelector("mdp").value; var motdepassatrouver = "test"; if (monInput == motdepassatrouver) { //ok this.valider.addEventListener("click", fl_ClickToGoToWebPage_5); function fl_ClickToGoToWebPage_5() { window.open("http://www.adobe.com", "_blank"); } } But it does not work.Looks like he can't make the connection with the ID of components.Thanks a lot for your help.
Hello. I am loading multiple mp3 sounds with a loading bar. they load fine, but the problem is that during loading the bar does not advance and only advances at full speed at the end (as if it only works with the last sound) I have tried putting large files and the same thing happens, it takes longer to load and only you see the bar at the end at full speed. (barely visible).Thanks for the help. this is the codepublic class Standars_all_mc extends MovieClip { private var sound0:Sound = new Sound(); private var sound1:Sound = new Sound(); private var sound2:Sound = new Sound(); private var sound3:Sound = new Sound(); private var sound4:Sound = new Sound(); private var sound5:Sound = new Sound(); private var sound6:Sound = new Sound(); private var sound7:Sound = new Sound(); private var sound8:Sound = new Sound(); private var sound9:Sound = new Sound(); private var sound10:Sound = new Sound(); private var sound11:Sound = new Sound(); private var sound12:Sound
How should I change the following for rotating the graphic symbol 'RFLensHolder' clock-wise by 1 degree?function updateRF_RotateCW(){ root.RFLensHolder.x+=1; }
Hello. I am trying to access the isURLInaccessible property of the Sound class. I get the error:TypeError: Error #1010: A term is undefined and has no properties. my code is very simple to access:trace(mySound.isURLInaccessible); I've looked at the flash as3 reference and I don't see anything that can help me, and I can't find any help on the internet either. Thanks for the help.
Hi everyone. So as the title indicates, I’m suffering some extreme data loss strife and feel like I have exhausted all my options but figured I would share my SOS here in case there are tactics I may have missed.Not to sound antagonistic (I know it’s well-intentioned), but please don’t reply to suggest better back-up practices. I know, and will absolutely incorporate them into future work to prevent anything like this from happening again. I’ll be continuing work on an external drive as well as versioning out backups to the cloud. So here’s the gist: I was working on animation project of 2/3 months.I saved it, as I do frequently.The project indicated it was saved, so I closed Animate.It wasn’t going anywhere, so I did a Force Quit (potentially the operative screw-up here)Didn’t think much of it, and restarted my comp to switch to a Windows partition.Later that night, realize after returning to my Mac partition that there is ZERO trace of my project files. Nothing.I even check
I do not see the Bone tool in my tool bar nor anywhere else, and no information on how to install it. How do I get the bone tool in Animate ver 22.0.3?
Hi all,I have a issue with video components. I want video autoplay when I start banner but it not. I have checked autoplay in Components Parameters but it not play and I dont see any errors.Please help me,Thank you.
I'm creating a sceen in Animate that has several different bits of text scattered in different places around the screen. It's a mockup of a website tool, to give you an idea. I had planned to put all text elements on one keyframe. None of them touch one another so that seemed reasonable. I made 3 or 4 static text boxes with no issues - was able to change size and color on each. However, when I tried to add the next one, it would LOOK like it was going to work, i.e., I could type my text and it looked normal - but when I clicked the move tool, the text was gone. I tried this several times with different combinations but always reached a place where I couldn't add a new static text element. I CAN create a new layer and put the text there, but I'm wondering about best practices. Just seems like if I need to add 15 bits of text, I shouldn't have to create 15 different layers. Am I missing something? Or is this a bug? Designed this way on purpose? There's no animation - I haven't tried turn
Every single time. I simply click "import to stage" then I get the spinnibg beach ball of death and a few minutes later my entire system crashes. I just downloaded Animate this morning. I have no other apps running. I am running Catalina 10.15.7 I fear that I am about to waste a complete days worth of work just trying to find an answer to this.
I've tried the few ways: 1st - using "File -> Export -> Export Image (Legacy)". It gives an "Exception" message in an Output window. No additional details are provided. 2nd - using JSFL Script like: fl.getDocumentDOM().exportSVG('...our path...', true, true); it's just do nothing. No SVG file created but returns true.
Why is there always a white frame at the beginning (half a second) when importing video into a scene in the preview and after compilation? versions 20, 22. computer with clean Windows and updated drivers... Before and after conversion to M.E. everything is fine.
Any help is greatly appreciated. I'm using Google Fonts: Monserrat. The fonts have displayed properly for years, both in the editor and online. Today, I opened my HTML5/Canvas project file in Adobe Animate, and the fonts display properly in the editor. When I CTRL-ENTER to play it locally, or if I publish the project and view it online, the fonts are messed up. Some other font appears, and it shows italic when it shouldn't; it shows light weight when it shouldn't. It's like the font mapping is suddenly corrupted. This is occuring throughout the entire project file. Please see the attached screen shot. Can anyone indicate what might have gone wrong? Thank you for any help.
I'm sorry to keep asking, but Adobe Animate with HTML5 and Javascript is just acting so weird. I'm simply trying to make a CLICK sound when a user clicks on a button. I have a 1 second audio clip (or 1.018 seconds according to Audition). The ONLY thing in this file is a this.stop(); and a simple button with the following code: this.Key_1.addEventListener("click", fl_Down.bind(this));function fl_Down(){createjs.Sound.play("ClickUp");} While it WORKS the sound is being stretched long and/or distorted into a completely different sound. In the Library it sounds fine. I've tried the sound as a WAV and MP3. I hope someone here can tell me what I'm doing wrong. I'm still on Animate 21.0.9 at my office. I'll try it on the most recent version when I get home, but I don't think that's it. Thank you again!
I have an interactive piece created in Animate CC and exported to HTML5 canvas. In the publish settings I've checked all of the appropriate boxes (scale to fill visible area, fit in view and make responsive). The content displays fine on Android, Desktop and on my Mac but when viewed on an iPhone, the canvas appears to overflow on the right hand side, thereby cropping the content. Is there a fix I can apply to the code generated by Animate CC?
I have a graphic symbol being moved along the X axis programmatically via button press. How can I limit the movement of that symbol to a certain point on the stage, e.g. along X axis? I assume I can get the position of the symbol like: var leftFrame_X = this.LeftFrame.x; Is that position different from the x position shown in properties? How would I test for that position and stop the symbol from moving further in that direction? Like this? function updateLF_Move_Right(){ if(leftFrame_X != leftFrame_X){ root.LeftFrame.x+=1 } else { root.LeftFrame.x+=0 } This is the code I currently have: this.ButtonLeftFrameMoveRight.addEventListener("mousedown", LF_MoveRight_Down.bind(this)); this.ButtonLeftFrameMoveRight.addEventListener("pressup", LF_MoveRight_Up.bind(this)); var frameLeft = this; function LF_MoveRight_Down() { createjs.Ticker.addEventListener("tick",updateLF_Move_Right); } function LF_MoveRight_Up() { createjs.Ticker.rem
Im having an issue where when im trying to export my .swf file as an mp4 file but it keeps screwing up every time i try. idk whats causing it but i could use some help.this is the outcome of trying to export itthis is how its suppose to be
SituationWe are attempting to get multi-contact usefulness with Desktop AIR (30) running on MacMini with Catalan and the get in contact UPDD contact screen driver (v6). The screen is an iiyama multitouch TF2738. The touchscreen innovation is the Weida CoolTouchR System.IssueSetting Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT bring about a NULL incentive for Multitouch.inputMode and from now on MultiTouch Events are not received by occasion handlers.Has anybody attempted a multitouch AIR work area application on Desktop Mac previously? Is there an answer for this?
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