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So I can draw with the Fluid brush just fine, but when I try to draw with the regular brush tool, pencil tool and erasure tool or add any shapes to the stage ect ect I can only see them after I go back and reactivate the fluid brush tool. I am either missing something very obvious that has changes or this is a major bug, Has anyone else experience this? Using a wacom but it is doing this when I unplug it so I dont think it is wacom related. How do I get back to 2019 if I cant get this resolved. Is it possible to upload a small video of what I am experiencing? Thanks in advance.
Hello. I'm trying to add an event listener that will move the playhead to a frame and stop once a video ends. I'm using a video component. I just can't figure it out. Is this possible with html5/canvas?
Seems like a simple issue, but I haven't been able to figure it out.var clip1 = new lib.Firstclip(); this.addChild(clip1); function childAdder(){ var clip2 = new lib.Secondclip(); clip1.addChild(clip2); } childAdder(); console.log(clip1); // returns >lib.Firstclip console.log(clip1.children[1]); // returns >lib.Secondclip console.log(clip1.clip2); // returns undefinedHow do I access clip2? I tried using a timer delay, and putting code on the second frame, but I get the same results, and I'd prefer not to have to do either of those things anyway.
Have a student working on their rotoscope animate project. One of their layers is now highlighted purple with a thick purple underline and I can't figure out what it means. I know it means something important, I'm just not sure what and I can't find anything searching for the answer. Please help. Thank you. The file is an action script file.
I'm trying to export a large number of symbols in FLA files as Texture Atlases. I'm currently using JSFL to do this. The TextureAtlasExporter class will export the texture atlas, however, the image output when using the JSFL TextureAtlasExporter uses a white background instead of a transparent background. This leads to grainy animations with very poor quality around the borders. When I export the same symbol as a texture atlas using the Adobe Animate UI, I get a proper transparent background as expected. Is there a way to get the JSFL TextureAtlasExporter to export texture atlases using a transparent background? If not, is there some other way to automatically convert thousands of symbols across thousands of FLA files into texture atlases? Here is how I am using the JSFL TextureAtlasExporter: var exporter = new TextureAtlasExporter();exporter.filePath = folderPath;exporter.autoSize = true;exporter.resolution = 1;exporter.optimizeJson = true;exporter.imageFormat = "R
hai, this is my code. everytime i answer correct answer which is "oksigen" it will show inccorect alert, but if i change from if(input1.text == "oksigen") to if(input1.text = "oksigen") then i will shpw the correct alert. why this happen? i already recheck all the instance name and everything just fine. Please help. Thank you. stop();import flash.events.MouseEventbtnSemak01.addEventListener(MouseEvent.CLICK, bilaKlik);function bilaKlik(event:MouseEvent): void{if(input1.text == "oksigen"){jawapanPelajar1.text = "congratulation, your answer is correct";}else{jawapanPelajar1.text = "sorry, please try again";}}
I have a small problem, so made 2 keyframes when i tried to do classic tween on it all the arms,legs,face everything when different directions in the first frame im not sure how to fix it, like it the tweens were wrong,i tried manually fix it but i found it too time consuming,earlier it said the tweens said this after wards when i do that it adds a bunch of tweens and when i add it it goes like this- what do i do?
Hi, Friends,has anyone experienced any issues with Animate 21.0.5 running in Big Sur 11.2.3? When I opened the application the main screen that displays the stage automatically scrolls to the left out of view and I cannot move the scroll bar. Same problem on the timeline panel. The scroll bar moves on its own and I cannot move it at all. Any ideas? Is there a way of reinstalling Animate CC in Creative Cloud?
Hi All,I have created the video in Adobe Animate (As per animation i sync the audio .mp3 format) after completing the work, export MOV and then convert .mp4 in Adobe Media Encoder. Now i check the final file (.mp4) starting animation and audio sync is perfect but after 80% of video got audio miss match (audio playing delay) and end audio does not finish properly.I am using,1. FPS 202. Audio stream - mp3, 128 kbps, Stereo3. Audio event - mp3, 128 kbps, Stereo Please give solution for this... Thanks...
Hello!I have an interactive whiteboard that is very simple (it just gives you the ability to draw on a blank space). The file was created using ActionScript 3. I need to update the SWF file to HTML5. I saw that there is a conversion button in Adobe Animate, but the file does not work after it has been converted to an HTML Canvas.Does anyone know if it is possible to easily convert ActionScript to Java? I know some programs like Swiffy are no longer available. Also, would an interactive drawing board work in HTML5 using Adobe Animate, or am I running down a rabbit hole? (I hate to ask that question, but I'm pretty new at this).Here is the code:/* import flash.display.MovieClip;import flash.events.MouseEvent;var pen_mc:MovieClip;var drawing:Boolean = false;var penSize:uint = 1;var penColor:Number = 0x000000;function init():void{pen_mc = new MovieClip();stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);stage.addEventListener(MouseEvent.MOUSE_MOVE, i
I found this code on google studio help and was wondering if it works with animate 2021. the version says 2019 is this going to be a problem I just tested it on one of my banners in the html5 validator and got no errors.<script src="https://s0.2mdn.net/ads/studio/cached_libs/createjs_2019.11.15_min.js"></script>
Hi, I've noticed quite a significant performance drop in HTML5 canvas projects from v21.0.4 to v21.0.5 (particularly noticable on slower CPUs, like older tablets etc). The same project when saved in 21.0.4 renders at a 30fps, but when exported using 21.0.5 it's more like 10-15fps. No changes made to the project itself - so it's purely down to the Animate update. Is this a bug - or is there any known work-around? Have downgraded to v21.0.4 for now.
Hello all! I am having some significant issues trying to use the .gif exporter window, it doesn't fill out all the way and half the screen is missing. I have tried changing resolutions and a system reboot and I have no clue where to go next. Any help would be very appreciated! Thank you!
I'm trying to download Adobe Animate on my D drive because sadly I don't have room on my C drive and when It's downloading It says my D drive Is full when It Isn't, I need help to fix It and I only have a couple days
Evening everybody.Small question: is there a way to limit the amount of characters you can write in the TextInput box in Adobe Animate html5 canvas component ?Thank you for your time.
Hi.With a createjs app I change some graphics, reupload the files but in CHROME, the same button keeps appearing. If I launch in FIREFOX, it's updated.So, I can tell it's the cache. Is there anyway of solving this. I can't ring up every teacher or parent every time I update the app.
Is there advantages to starting in ActionScript 3.0 then converting to HTML5(canvas) other than updating a legacy Flash file? Thanks
So i made a series of animations, all the same but with different measurements and one of them keeps giving issues. When i publish it using the default standard i get - sometimes - a working page but when i open it from the folder i use to save my files it's a blank page. I just noticed when i look in dev mode under console (using chrome) i get the following, which i don't get with the other animations. Anyone has a clue what this means and how to solve it? Uncaught DOMException: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': The canvas has been tainted by cross-origin data.at a.b._applyFilters (https://code.createjs.com/1.0.0/createjs.min.js:15:12102)at a.b._drawToCache (https://code.createjs.com/1.0.0/createjs.min.js:15:11879)at a.b.update (https://code.createjs.com/1.0.0/createjs.min.js:15:8711)at a.b.define (https://code.createjs.com/1.0.0/createjs.min.js:15:8221)at lib.Symbool2.b.cache (https://code.createjs.com/1.0.0/createjs.min.js:13:3419)at new lib.A
Hi, I'm starting a somewhat daunting project of converting a Flash file to HTML5 Canvas. I'm taking it line by line, but I've run into my first issue I can't figure out. It's pretty simple. On my main timeline, I set a variable called startX: var startX = 10;Then I bring in a movieclip from the library: var arrow1 = new lib.arrow(); this.addChild(arrow1);Works just fine. arrow1 is there, and the code inside it runs. I just can't reference startX: this.parent.tracer.text = this.parent.startX;The tracer is a text box, and that line works fine with something like this.parent.tracer.text = "arrow clip"; so that connection is fine. Why can't I reference a variable I set in the main timeline from within the movieclip?
I have a video I want to embed into my project but when I do it shows up on my stage as a black rectangle, and in my library as a static'y image.I've tried multiple .flv files.How can I fix this?
Hi, I'm trying to create a motion tween of an object which is quite long but can't achieve this due to the x position isnt able to go pass -5760. Is there a way to resolve this issue?
Hi, I know there were problems using Animate with Big Sur at the end of last year, does it work now? I'm using Animate 20.0 and I think I need to install Big Sur on my Mac for both software and hardware reasons (recently the fan works a lot, way too much) but I keep delaying the installation of Big Sure cause I need to keep using Animate.Blahblah. 🙂 Thank you!
Hey there, I'm pretty new to Animate. I made an animation for a customer who wants to share it in Znstagram and Facebook. My animation has 900x900px and 15.5 secs and if I export it I get huge files (30MB). Is that fine for social media? I don't even know what format is ok. I used MPEG2 - Match source medium bitrate. I have no clue what is the right thing… Thanks, Tommi
I have a .mp3 file which is part of the timeline of a movieclip symbol and triggered from an action on a button. I play this symbol from frame 1 and then audio kicks in along with timeline and then I can stop it with another button.However, the audio is not working in Safari desktop, works fine in Chrome/Firefox, iPhone and randomly some iPads but not others.Anyone got any ideas?
Hi, everyone! This question is very much "I'm a web dev novice and don't know what best practices are", so please bear with me! I'm semi-familiar with Animate and it's functions, but have run into a road block when it comes to using the HTML5 Canvas in a larger HTML project (what is essentially personal/educational front-end development). I can impliment the interactive bits just fine (I tend to cut out the Canvas code and paste into the desired page), but the resulting code is super cumbersome; perhaps there's a minimalist/optimalist in my brain that looks at the mess I made and thinks "surely there's a better way." There is a lot going on under the hood to make these animations work (and my Javascript knowledge is meager at best), but how do you manage both implimenting Animate online... while keeping the pages relatively legible and clean? Is there a best practice when it comes to this kind of thing, or is bulky code the unfortunate norm? Thank you for reading!
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