Get help using Adobe Animate and creating animations.
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Hello folks, new to Animate and I was in the back smoking weed when this lesson was given (not really). Any heroic Animators out there who can help a brotha out?
I am trying to import an Illustrator file 1920x1080 to work for web development, but my Animate just shuts down when I try to import it. What would be happening?
I am missing a bunch of parts from my Illustrator file when I transfer it to Animate. How do I get the missing parts back? I am posting a few pictures of how it looks like.. all the red circle parts seems to be missing, those are the ones I can see missing so far.... how do I make them show in Animate? Also... as scoop of work this should be an easy to do project once I know some basics. All I need is to make the red and blue lines appear and dissapear, make one big line on top move from left to right, and one small arrow on the bottom move up and down. I want to create these movements on a trigger button. This is the Illustrator file (without showing the red arrows that I wont need) This is how it looks in Animate.
I want to play a video through the video component and after that video has finished I want to automatically go to the next frame and stop. But I don't know how to accheive this.I can place the video component on the stage and auto-play but to go to the next frame I have to place another button on the stage to go to the next frame.All of this is using html5 canvas.
so, i create an oval. when i try to draw over that ovals out line on the same layer (nothing is an object i checked) it makes these weird cracks/ erases idk why
function total_S() { if (this.total = 1) { this.gotoAndStop(3); } } Uncaught TypeError: this.gotoAndStop is not a function???
I am making my website's nav bar in flash. I want some of the buttons to open new browser windows to display aspx/html files. Is this possible using actionscript 3.0? Thanks! Life in the UK Test British Citizenship Test
fl_total();function fl_total() {if (total == 1) {this.start_2.alpha = 1;this.start_2.mouseEnabled = true;this.start_1.alpha = 0.5;this.start_1.mouseEnabled = false;} else if (total == 2) {this.start_3.alpha = 1;this.start_3.mouseEnabled = true;this.start_1.alpha = 0.5;this.start_1.mouseEnabled = false;this.start_2.alpha = 0.5;this.start_2.mouseEnabled = false;} else {this.start_1.alpha = 1;this.start_1.mouseEnabled = true;this.start_2.alpha = 0.5;this.start_2.mouseEnabled = false;this.start_3.alpha = 0.5;this.start_3.mouseEnabled = false;}} Even if you cancel thisEverything shows an error and does not executeAlthough it is simple and it is clear??I don't know where is the problem?
So I'm working on a file in an HTML5 Canvas and need to export it to video. When I do so I'm selecting File>Export>Export Video/Media and opening in Adobe Media Encoder. When I do that, I'm choosing the following settings: Here are the audio settings for the MP3 files in Animate. And every time I make the video it comes out sounding like it's 16 kpbs and is tinny and unusable. I'm kind of at my wit's end because the HTML5 output is perfect, but I need to output as videos.
I have a bunch of files that I want to work with built a while ago in animate version 19.1 but the drop shadows aren't recognized and can't be edited in version 21.0.7. Does anyone know if any older versions that are still available would solve this problem. Kind of a nightmare to rebuild everything from scratch.
almost everytime I parent one layer to another, the mouse will get locked in grab mode and I cant select anything. adobe animate crashes soon after the glitch first happens. If there is a way to get this fixed that would be wonderful! -------------------------------------------------------------------------------------------------------------------------------unfortunately I cant get a good image of the problem. this is in Animate CC v 21.0.7thanks for your help!
Hello,I am in the process of converting my AS3 code to Canvas. What I am attempting to do is click on a map and have the character incrementally move to the X and Y position. In AS3 I was able to accomplish this with the following code:function click(e: MouseEvent): void { if ((walking == false)&&(mapHS.hitTestPoint(this.gameCursor.x, this.gameCursor.y, true))){ clickX = mouseX; clickY = mouseY; if (clickX >= char.x){ destX = Math.round((clickX - char.x)/40)*40; walkingRight = true; } if(clickX <= char.x){ destX = Math.round((clickX - char.x)/40)*40; walkingLeft = true; } if(clickY >= char.y){ destY = Math.round((clickY - char.y)/40)*40; walkingUp = true; } if(clickY <= char.y){ destY = Math.round((clickY - char.y)/40)*40; walkingDown = true; } addEventListener(Event.ENTER_FRAME, walkGov); } In my Canvas file I cannot for the life of me figure out how to do this. In particular, I'm having trouble
Finally getting back into web banners. I made a banner with a dynamically created disclaimer at the end. (clicking on the 'important info' button attaches a new div to the stage that can scroll the really long disclaimer). The timeline is set to loop after a few seconds. Once it loops, though, the close button of the disclaimer no longer works. Any idea why? I've uploaded a reduced file with the issue. can access the .fla file here:https://www.dropbox.com/s/w3g6b7nzx60asba/vanilla_Disclaimer_test.zip?dl=0 (Forum will not allow me to attach the file directly for some reason)
hello I'm doing a puzzlers adobe anímate, and to do this I used releasetodrop and drag but that error appears, I already deleted it and did it again and I already gave an instance name to each object but I still get an error, could someone help me?
Can't get animation to test but it works when I play it in the timeline? I am pretty new to this. I have also converted the object I am moving into a symbol but do I need to do that to all the objects?
I'm just getting back to animate and find when I create tweens as I always used to they go GreenGrateful for any ieas here
over1 = this.A1.on("mouseover", onMouseOver.bind(this));over2 = this.A2.on("mouseover", onMouseOver.bind(this));over3 = this.A3.on("mouseover", onMouseOver.bind(this));over4 = this.A4.on("mouseover", onMouseOver.bind(this));over5 = this.A5.on("mouseover", onMouseOver.bind(this));over6 = this.A6.on("mouseover", onMouseOver.bind(this));over7 = this.A7.on("mouseover", onMouseOver.bind(this));over8 = this.A8.on("mouseover", onMouseOver.bind(this));over9 = this.A9.on("mouseover", onMouseOver.bind(this));over10 = this.A10.on("mouseover", onMouseOver.bind(this));over11 = this.A11.on("mouseover", onMouseOver.bind(this));over12 = this.A12.on("mouseover", onMouseOver.bind(this)); function onMouseOver(evt) {item = evt.currentTarget;item.cursor = "pointer";}down1 = this.A1.on("mousedown", onMouseDown.bind(this));down2 = this.A2.on("mousedown", onMouseDown.bind(this));down3 = this.A3.on("mousedown", onMouseDown.bind(this));down4 = this.A4.on("mousedown", onMouseDown.bind(this));down5 = this.A5
Just learning Animate- why would you use a movie clip symbol vs graphic? Also is it only a movie clip that allows filters and effects?
I'm trying to create a room that has several animated features - a fireplace that glows, an aquarium with fish swimming, birds that fly outside the window. I've made each of the animations a movie clip - although I've since been told they should be graphic symbols. But right now, they're mcs. The problem is that when I export it to an mp4, it plays for about 4 seconds and stops (although some action takes place on the main timeline, most of the movie clips are just a single keyframe with regular frames after it to last to the end of the movie so it's not long. The problem is that I can't get it to loop. I tried putting both gotoAndPlay(1); and this.gotoAndPlay(1); on the final frame but those do nothing when I publish it as an mp4. How do I get the whole published movie to loop continuously?
Hey there, I am using Animatecc in a web app where I created an API that adds some DomElements to the animation and replace the dynamic texts initially inserted. the problem is that when zooming in or out, the transform matrix is being recalculated by the functionmakeResponsive which tries to adjust the canvas width and height and all elements within the animation_container. My question is whether there is an option to disable this in Animate or should I comment this line of code each time I am generating an animation to make it work. thank you. I tried to disable the responsiveness in the publish options but it didn't work.
I have been away from Animate for a LONG time. I was using AS2 and AS3 last time Animate/Flash was a thing. So, I was wondering, what is the proper way to now print specific items in a document? For example, say I make an interactive object MC, and want my users to be able to print out the finalized MC instance (and its children) as they have modified it to be how they want. What would I use for a button's actions instead of the "printAsBitmap" function? I've been searching but Google is a mess for this question, at least for me. I suppose a way to think of this is that I want to imbed my project into an in-line frame in a website, let the user modify an MC, then press a button when they are done to print the MC. I could even work around with them printing the whole visible stage but I'd really prefer it to just be the current instance of the MC. Off-topic, naming the product "Adobe Animate" was not a great choice when trying to search
I never used Animate before... and I have a few questions... Can I use adobe Illustrator files in Animate? I want to create an interactive animation for a website.... say visitor clicks on trigger button and what would generate an animation from the drawing.... can I do that on Animate and place it in a website in which the user can interact? Also... any more information about Animate would be awesome..
I have the function below, it runs on a timer every second. The idea is to update the 3 dynamic text fields with the current hour, minute and second. If the code inside the function is run on the root timeline, it's fine. But once placed within a function, the "this." parts that target the dynamic text fields (near the end of the function) no longer work. I guess the text fields are not visible to the function? I've tried removing "this". I've tried adding "window." or "parent." but to no success. What targets *anything* on the root timeline from within a function? function updatetime() {totalmilli = totalmilli-1000;console.log('Remaining milliseconds = ' + totalmilli)// 1- Convert to seconds:seconds = totalmilli / 1000;// 2- Extract hours:hours = parseInt( seconds / 3600 ); // 3,600 seconds in 1 hourseconds = seconds % 3600; // seconds remaining after extracting hours// 3- Extract minutes:minutes = parseInt( seconds / 60 ); // 60 seconds in 1 minute// 4- Keep on
Im trying to export a video I rotoscoped but i get this warning message: WARNING: This movie uses features that are not supported in the Flash Player 20 player Scene=Scene 1, layer=footage, frame=1:WARNING: H.264 video will not be published. and then nothing exports. I've tried changing the settings. I just want to export so I can import it into premire for a different project.
Hi, I am trying to disable particular scene in canvas animation code. I am not sure how we can approach this? I tried by commenting particular symol and it gives me black frames for that scene. Can somone help on this? Thanks!
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