Get help using Adobe Animate and creating animations.
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I have 125 HTML5 banner ads running for a partner and Roboto is failing to load. Its loading a default serif font instead. Aside from going back into each working file and changing the text to static, is there a way I can get the dang font to load into all 125 ads? I was hoping to be able to add somethin into the code to pull the font (Roboto) Any help would be greatly appreciated!! Thank youE
This started yesterday, no changes have taken place. The Actions Panel has always been part of my custom workspace but is not there any more.What gives? Thanks.
I have no Flash/Animate/Adobe experience. I was just an end user (Reader and Flash swfs). So when the person at my work that does all this type stuff left, I was glad that I wasn't in their department because I didn't want to learn any of it. (Famous Last Words). Somehow it dropped in my lap. I assumed they were using the latest version of Animate but I must be wrong, because I can't get it to publish correctly. I am using Animate 2021 and am getting the "lib is undefined" error. All of my searches say to reverence the lib in the frame code. so I added document.lib = lib;to all the frames. I modified my 3rd party script to use document.lib and I got a different error, Unable to read property 'properties' of undefined. I opened the published js file and changed(function (cjs, an) { var p; // shortcut to reference prototypes var lib={};var ss={};var img={};to lib={}; (function (cjs, an) { var p; // shortcut to r
Hello,I have a Cintiq Pro 24 display. I am trying to use Animate with it, but the cursor and the Menu are out of sync. Looking at other bugs on this forum, it appears that this is because the scale is set to something other than 100%. When I scale the display to 100%, Animate is unusable because the UI is so small. These issues have been in Animate for several years. When will Animate's UI be fixed for high-resolution displays? Thank you.
I am trying to find the best way to structure my animation so I can stop the timeline to wait for user interaction but also have looping background music unaffected. Currently, I am using this.stop(); in my HTML5 project to pause the timeline. Unfortunately, this also stops the .WAV file I want to have looping. Is there a clean way to achieve this?
I've been trying to put together a command that to have a custom way to reduce the scale of my object, and additionally have that center to the middle of the stage. However that's where I fall flat, and I get the error: "Error: 'align' requires a selection" Here's what I have so far: var doc = fl.getDocumentDOM();doc.getTimeline().setFrameProperty('tweenType', 'none'); //removes tweens from selected layerdoc.getTimeline().clearKeyframes(2, 5000); // removes keyframes from frame 2 and onwardvar num1 = window.prompt("What Scale Value? Example: 50 to reduce, 100 to remain unchanged")*0.01; //custom reduce scaledoc.setTransformationPoint({x:000, y:000});doc.scaleSelection(parseFloat(num1), parseFloat(num1));doc.align('horizontal center', true); //align to center stagedoc.align('vertical center', true); I'm not sure how to tell Animate it's already got the right selection, am I'm missing additional syntax? Thanks for the two cents
It has been for years. Will this ever be addressed?You can either export as an MP3 where long scenes will eventually go out of sync with the audio, or you can use RAW/Speech/ADPCM where audio will crackle at random points.I am on the 5th year of what might be the biggest project ever made in Animate/Flash. I have around 3 hours of footage with hundreds of scenes and thousands of sound effects + voices. One option might be to do all of the audio work again in another application, but:That is completely unacceptable, it should work in Animate. What is in the timeline should be what gets exported. It almost does with the MP3 format, but the longer the video that is exported, the more out of sync it gets towards the end.I have been using Flash/Animate since the 90s, and this issue has persisted for as long as I can remember, it should have been fixed already.I don't have months upon months spare to redo all of my work because the program is buggy.I have tried it on CS6, CC2016/17/18, the l
So I'm trying to script a next button to go from a frame which I stopped using "stop();" to play another movie clip before it goes onto the next stage (which worked fine) however I used the code snippet "Click to go to frame and play" and put "691" which is the next frame I want it to go to when I click the Next Button but for some reason nothing happens when i preview and click it. All the previous times in this same project where I've created a next button it worked but not sure why for this part it isn't working. Can someone help? I can send you the file if you need but I just need this to work. Here is the code I put in frame 690 which is where I stopped it. stop();// Play a Movie Clipmccroppedearth.play(); // Click to Go to Frame and Playnext_btn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_3);function fl_ClickToGoToAndPlayFromFrame_3(event:MouseEvent):void{gotoAndPlay(691);}
Hi Adobe,I would like that the mask shapes can be made with more than one layer in the mask. See my screen recording here.Thanks!(Expert user)
I would love to make a wheel of fortune puzzleboard.How can I make one? Should I use a text file or XML?
Currently making my first script to automate some tasks in Adobe Animate. One of the steps is keeping my selected layers' first keyframe, while clearing out the rest that follow after. How would I go about asking the computer to do this? Picture "A" is what I'd like to achieve, picture "B" is what I get when I run:an.getDocumentDOM().getTimeline().clearKeyframes(); How would I break this down further? (super beginner, haha!)
Hi guys. I have a problem with my fla file. Every time I click "Test Movie" button, I always get an error and Adobe Animate is chrashes some time or freezes. It seems like it's not in app problem because I tried it by making new document and I never had problem with test movie button. It works perfect. In addition to all this, I can't also export my animation. I get this similar error. Please assist me! What should I do?
I'm trying to figure out a way to make a command that guides all layers, except the current layer I have selected. This is what I've cobbled so far, however its fallen flat and I'm unsure how to tackle the syntax from here. Could someone shed some light on how to make the magic happen? Thanks! var doc=fl.getDocumentDOM();var tl=doc.getTimeline();var layers=tl.layers;for(var i=0;i<layers.length;i++){if(an.getDocumentDOM().selection)continue;else layers[i].layerType="guide";}
I am doing frame by frame animation and origonally had my frames set to 1 image for every 4 frames but I want to change it to 1 image for every 8 frames. I know that I can expand it by highlighting a layer and dragging it until the X2 banner comes up, however if I do this to mulitiple layers at once it messes up the the synchronization of the layers since not all the layers start at the same time. Does anyone know how to double the lenght of all the layers at ocne without messing up the synchronization? Thanks!!
It seems that few people know
Why the fu. i cant erase on animated layers, and why i cant change its form
So I've been trying to create a game with AdobeAnimate and HTML5 canvas just for fun.Anyways I can't seem to get player movement to work.I've tried using:var canvas = document.getElementById("canvas"); canvas.addEventListener("keydown", doKeyDown, true); function doKeyDown(e) { var playerSpeed = 100; //W Key if (e.keyCode == 87) { this.player.y-=playerSpeed; } //S Key if (e.keyCode == 83) { this.player.y+=playerSpeed; } //A Key if (e.keyCode == 65) { this.player.x-=playerSpeed; } //D Key if (e.keyCode == 68) { this.player.x+=playerSpeed; } } And it didn't work, so if you can help please do.Thanks in advance.
I'm new to Adobe Animate and attempting to create a simple test animation of an isometric cube-button squishing in place.Intended Frame 1 & 3:Intended Frame: 2I've set up my file with each polygon on its own layer. Animating the 'top' up and down is easy enough with a classic tween, but I'm unable to consistently deploy the shape tween for the left and right 'sides.' The 'right side' animated easily with a shape tween, without using shape hints at all. But the left side wants to switch corners in a way that ruins the effect:I have tried to use shape hints to prevent this from happening, but to no avail:I even tried switching hints b and c on Frame 2 just in case something counter-intuitive was happening, but the issue persists:Can anyone help me troubleshoot what's going on here? If I can't achieve something as simple as pressing a 3D button, I'm a bit discouraged about using Animate for the projects I have planned. I'm working in Animate version 20.5
when i try to split a motion tween, the option is greyed out. i looked through the help center and it told me the problem was i had too many frames selected. i tried again with only one frame selected and it still did not work. it also said something about command+click, but that didnt work either. i use animate 2021 on mac if that helps
Will we have or can we hav adobe animate exporter for toon boom? Were you dont hav to export to swf ? Like the flash plugin for unity were you just straight export to unity with layer order...n a 3d space and node view for rigs
So I'm working on this character sprite for someone, and have been working on it for the past week and a half now. The problem I'm having here is that when I try to open the file, I get a message with "An error occurred opening file (file name)." I had auto recovery on as well, but no recovery was found in my folders. If someone could help me recover this file, it would mean the alot.
So I'm working on this character sprite for someone, and I''ve been working on it for the past 1 and a half how. The problem I'm having here is that when I try to open the file, I get a message with "An error occurred opening file (file name)." I had auto recovery on as well, but no recovery was found in my folders.
I am using Animate 21.0.9 - html canvasI have an image that I am hiding at the beginning of the timeline using: this.nextBtn.visible = false;This hides the image with no issues.I have a function that shows it:function CheckComplete_btn() { if (ButtonVisited == 1) { console.log("TrackSequence Code Ran"); this.nextBtn.visible = true; } else { console.log("TrackSequence Code ELSE Ran"); } } When I click the button to run the function, I receive the following error code:The function is running since I receive my console message, but the visible part is throwing an error.If I take the line this.nextBtn.visible = true; out of the function, it works fine.Any ideas?Thanks
Adobe Animate is not previewing scenes. The camera and 3D features also do not work. I have tried all sorts of troubleshooting. My computer run other programs, such as, Cinema 4D and Blender without a problem.I also have the most update version of Animate (Sep/Oct 2021). Anybody else experiencing this?Any help is truly appreciated! Thanks
Hey there,I've been developing 300 frames animations with (vector) texture build ups. Please see the attached screen shot. Each time I add a new frame, I have to wait 24 minutes. It's been a slow process. I realize my MacBook Pro (Retina, 15-inch, Late 2013) must be too old. I'm considering to buy the newest iMac or Macbook Pro, but I fear that I'll still face similar issues. I briefly tested my file on my friend's last year's Mackbook Pro. Adding a new frame took less time, but it was still slow. Could anyone please provide an advise? I'm new to Adobe Animate, and this is my first art/design project. Thank you!
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