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I can't export my animation synced with sound from adobe animate. I've tried everything it says to online, and nothing is working. The sound was set to event whilst I did the animation and when I change it to stream it becomes out of sync and I can't line it up again even changing the frame rate. I've tried to export it whilst set to event but although it's in sync on animate, it's not on the export. I've tried to export it so the sound starts on frame 2 as suggested online but this doesn't work either. Please help if you can!
Hi, hello to everybody, first of all sorry for my English. I'm new to Animate (version 20.0) and I'm facing some problem. I'm doing some small animations but I faced problems with the very first of them. I have my .FLA file and I need to update it, adding some details etc.When I convert it to .GIF everything is fine, but when I make the .SWF or another video-type of saving, the layers/colors are wrong. I think this happens because (since I'm a new user and Idk how to do things properly) I made some layers with 50% of visibility or some tween weirdness and stuff like that. So, I suppose I need to modify a bit the layers/drawings etc, which is ok. The problem is the fact the file has so many levels, way too many, which I need to merge to just few of them to work on, but every time I merge the layers, the file becomes heavy and heavier, from about 800MB (which is already a lot compared to longer video that I made later) to 4 GB and more, to a point where Animate crashes and
I keep seeing the Ticker being used to execute functions. I just wanted to clarify a few things.It seems to be used when something is loading ie: check to see if the object is loaded then execute the function.What's the difference between this.on("click", clickHandler, here, false);ANDcreatejs.Ticker.on("tick", ckickHandler);Also, in the old days, you had to use am add event listener to check if the stage was added, then execute the code. I think it was also a bad idea to put code on the first frame.Do we need to add anything to our HTML5 canvas first frame?
I have looked for the bone tool everywhere in the animate app. The only advice I've seen is to click on the three dots in your tool window and drag in the bone tool, but there is no three dot icon to click. Do I need an extension to use the bone tool?
Hello.What to do code - smudge brush tool in painting in Adobe Animate html5 canvas?Thank you for your help. Plis.
Since Flash has been phased out, I need to create swf files in Animate. The code ebedded into the action frame is necessary for this file to run on the intended device. But Animate says "_root" is an undefined property. How can I keep this code embedded without errors? I know the better solution is to create a different file type since Flash has been phased out, and I will eventually do that, but I need an immediate solution. The device is playing outdated artwork and I need an udpated swf ASAP.
Hello i want to ask some question, i'm using Adobe Animate 2017, Action script 3.0 I'm making an application that can use by Android, and here's my problemI can't find the script to play and pause video by tapping the button Can someone help me please? Thank you, and have a nice day
HI, everybody. I'm testing an app developed in AIR for Android on the Xiaomi Redmi note 9 I've recently purchased. With Adobe Animate I set my vertically oriented app (480 x 800 px) to fullscreen activating an option in Air for Android settings window, and configuring the tag <application android:hardwareAccelerated="true"> <meta-data android:name="android.max_aspect" android:value="3.0" /></application> into the XML file. Up to there, no problems.Indeed, my issue is a matter of dimensions: actually, the app is higher than 800 pixels. In other words, it features two rectangular areas, "added" both above and below the central screen.I want my app to be responsive, but I cannot use the additional space, because I do not obtain the real vertical dimension.Capabilities.screenResolutionX and Capabilities.screenResolutionY properties return 1080 and 2400, that is to say the same nominal resolution values provided by the device vendor.However, managing with AS3 to dinamicall
i have a question. i hope you guys help me afap. i created a button that can go to certain frame. that certain frame also have another button. the first button is working perfectly but the second button is not working. i put this.stop() for the first frame. so i think this.stop() is the problem but i can change it because my frame will no stop. do you guys have any idea? thanyou for your response
I'm trying to animate a still image with clouds moving on top, They are semi-transparent. I used the clouds scattered brush in Fresco. I saved my file and imported it into Animate, the tree drawing is supposed to be the bottom layer with multiple layers of clouds moving above it. When I import the clouds in, all I see is a cloud with a white background. Is there a way to prevent this so, I can see through the layers. Making it show the tree. These are the images I'm working with.
Hi there, I did set up a banner in Adobe Animate for a GDN campaign. However, when I upload the ZIP file the banner is not validated by Google: I already checked several tutorials and modified my file but nothing helped to fix this issue. Why is it so complicated to export a file? Can anybody help me with my problem? Any help is greatly appreciated!
I have split a sentence into 4 parts.On every click of a button one text box appears then the next etc... after each click.BUTThey overlap each other. I can't space them because they have to resize dynamically.Dynamica text - instance names of w1, w2, w3 etc...I can't see any properties to space them out properly.
FRAME1this.btn.addEventListener("click", clickHandler.bind(this)); - works great FRAME2this.btn2.addEventListener("click", clickHandler2.bind(this)); - doesn't work I used the same code and just appended 2 - btn2 and clickHandler2.I even created a new button btn2 (with an instance etc...) As it didn't work I thought there may be a problem with the event listeners so I removed themfrom frame1this.btn.removeEventListener("click", clickHandler);I'm afraid the btn2 still doesn't work on frame2.
Exporting from Animate the way I always have has recently started to give me a different result. The project file I'm working with is about as simple as it gets. Two layers with eight drawn frames repeated a few times. Exporting to a Quicktime video shows me a window claiming that the export was successful. But the exported file won't play or import anywhere and is only 132 bytes. I've read elsewhere here that 132 bytes is a sign that the export failed. It's just strange that Animate doesn't seem to know that. Attaching the Animate 2020 (20.5.1) project file here. Ap
GIF animation in html is very slow and heavy. how to make it faster?
I'm attempting to export a 2 second animation to .mov. The export goes through with no errors from Animate CC, but when I attempt to play via QuickTime I get the error message 'QuickTime Player can't open "Animation 1.mov".The export is only 132 bytes so the file isn't exporting properly. Does anyone have any suggestions?
I'm using the adobe help guide for the camera methods etc... https://helpx.adobe.com/animate/user-guide.html/animate/using/working-with-camera-in-animate.ug.htmlI'm trying to control the camera via code.I now want to zoom in on certain words on the stage ie: to give emphasis and make things more dynamic.I enclose the end snippet of code I am using. It doesn't zoom in. function addPopup() { //this.s1_b4.visible=false; -- WARNING - don't put stuff before declaring variables. var Tania = new lib.popup_Tania(); Tania.x = 350; Tania.y = 450; exportRoot.addChild(Tania); cameraZoom(); } function cameraZoom() { var cameraObj = AdobeAn.VirtualCamera.getCamera(exportRoot); this.cameraObj.setPosition(100,100,100); this.cameraObj.setZoom(200); //this.cameraObj.zoomBy(100); }
I've been experimenting with addChild removeChild but the respective movie clips don't initiate when called from their assinged button they only begin to funtion if the oposite button is clicked first.Example click button1 nothing, click button2 nothing, click button1 again and it works.I suspect it's something to do with the removeChild function, but I'm not at all sure why it's not initiating on first click. this.buttonAddRec.addEventListener("click", addPurpleRect.bind(this)); this.buttonAdd.addEventListener("click", myRectangle.bind(this)); function addPurpleRect() { if (!addPurpleRect) { addPurpleRect = new lib.RectangleTwo(); addPurpleRect.x = 250; addPurpleRect.y = 150; this.addChild(addPurpleRect); } else (myRectangle) { this.removeChild(myRectangle); myRectangle = null; } } function myRectangle(e) { if (!myRectangle) { myRectangle = new lib.Rectangle(); myRectangle.x = 150; myRectangle.y = 150; this.addChild(myRectangle); } else (addPu
I'm writing to see if anyone knows of any good tutorials (video or online documentation) for speficially adding your exported animated project designed on the HTML 5 canvas. I found one on YouTube that helped me get my simple animation on the page, but I am specifically have problems sizing it. I am using typical Bootstrap code v4.5 to try and place a container around the animation and get into a column, but I'm not having any luck. I am wondering if there is a spceicifc box I need to check when publishing or if I need to design to a very specific size. Right now, the image plays over top of the other column instead of filling the container, in this case a container on the left when there is other content on the right. It plays just fine and works, but just in it's container.Thanks in advance for your help?
Hi.I am trying to add a movieclip to the stage from the library.The mc has a linkage name in the library of popup_Tania.At the end of the code, inside the if statement, I try and call the function with this.addPopuup() It doesn't work. this.stop(); //stop here on first frame this.s1_b1.visible =false; this.s1_b2.visible =false; this.s1_b3.visible =false; this.s1_b4.visible =false; this.engagement_container.visible=false; btn_integer = 0; this.btn.addEventListener("click", clickHandler.bind(this)); function clickHandler(event) { btn_integer = btn_integer + 1; if (btn_integer == 1) { this.s1_b1.visible = true; this.engagement_container.visible=true; } else if (btn_integer == 2) { this.s1_b2.visible=true; } else if (btn_integer == 3) { this.s1_b3.visible=true; } else { this.s1_b4.visible=true; this.addPopup(); } } function addPopup() { this.s1_b4.visible=false; var Tania = new lib.popup_Tania(); Tania.x = 150; Tania.y = 250; t
Hey folks, I was looking for a way to put a text input field on the canvas. For this it seems te only solution is the text input component from animate. When we had any form of user input or other html components we'd do this with by opening a modal with a button on the canvas. This was fine for the most part tho this type of input has to be on the canvas itself. Problem is that when I put the text input component on my drawing and publish it it seems to create a conflict with the jQuery library we use for a date picker among other things on the before mentioned modal. Is there another solution to having a text input on the canvas? Or something im missing that is causing the conflict between jQuery and this animate component? If my question needs more detail let me know.
I want to buy Animate, but I don't want to have to pay for it monthly. Is there an option where I pay for it once and don't need to pay again?
Hello,I have read though several posts relating this this topic, but can not get a button to load after the end of a video.Objective:To detect the end of a MP4 video imported into the fist frame of timeline and once the end of video is reached a button displays (or advances timeline one frame to where a button resides so user can be linked to another page).Thanks in advance.Charlie
I've used flash in the past and have been using animate cc with no issues until I tried to export what I was working on, the export window is so large I can't see the buttons at the bottom, I've reset my window preference (as seen on a premiere forum) but that didn't helpMy display resolution is stuck at 1366x768 (some forums said to change then to 1280x800) Any ideas in how to fix this issue? Using another screen is out if the question as this laptop is all I have.
My adobe animate software becomeswaaayyy slower once I convert my character symbols from movie files to graphic symbols (playing in loop). For example, now everytime I click something(anything), it takes about 10 seconds to respond. Work flow becomes way slower. I much prefer to animate with graphic symbols becasue you can analyse the movement, but doing so makes everything very slow. It's almost like it is too much for the computer to handle. Do other people experience this? Could it be a hardware issue? Is there a fix for this? Thanks for reading,
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