Get help using Adobe Animate and creating animations.
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I'm trying to animate to a recording of myself. If I start from the very beginning, the audio will play. But if I stop it at ANY point and try to play again, it's absolutely silent. This is really frusterating, and I can't figure out the issue.
My Animate timeline is stuttering for a second or so on every Keyframe regardless of whether it is blank or not. I noticed on the AE community forum that the same problem is happening to iMac users and that it has been identified as a bug. Any suggestions, solutions appreciated. I am using an iMac with the following specs:3GHz 6 core intel core 16 processor 24 GB 2667 MHzDDR4 memory Radeon Pro 570x 4 GB graphics
Hi All,I have gone through the post below and inmplemented "createjs.Touch.enable(stage);" code into my script but still it's not working in android mobile browser. Also when I click and hold then target object moves out of stage or somewhere far from cursor location. Is can anyone help me with code?Related Post: https://community.adobe.com/t5/animate/publishing-html5-with-javascript-for-all-devices/m-p/10367066?page=1#M191429 My code:var stage = new createjs.Stage("myCanvas");createjs.Touch.enable(stage);this.square.on("pressmove",function(evt) {evt.currentTarget.x = evt.stageX;evt.currentTarget.y = evt.stageY;});
Hi, Im fairly new to actionscript and im actually following a pdf my lecturer sent me. After checking my codes repeatedly i cant seem to find where the errors come from. Here is my codes package com.josephlabrecque {import flash.display.MovieClip;import flash.text.TextField;import flash.display.SimpleButton;import flash.events.Event;import com.josephlabrecque.QuestionBank;import flash.events.MouseEvent;import flash.utils.setTimeout;public class QuizGame extends MovieClip {public var trueBtn: SimpleButton;public var falseBtn: SimpleButton;public var questionText:TextField;public var statusMsg:TextField;private var questionBank:QuestionBank;private var questionArray:Array;private const questionMax:int = 5;private var questionCount:int = 0;private var currentAnswer:String;private var currentScore:int = 0;public function QuizGame() {statusMsg.text = "";questionArray = new Array();questionBank = new QuestionBank();questionBank.addEventListener(Event.COMPLETE,dataReady);trueBtn.addEvent
I'm making a background in Photoshop, but I'm stuck with a big problem.Here I have a doodle with two layers, the BLUE outline, and the WHITE fill.But it's taking pixels from the white and moving them into the BLUE outline layer, just like this.This is happening in every layer, and in every .PSD file I import.I don't know what I'm doing wrong, I'm importing every layer in lossless quality, maybe the problem is coming from Photoshop but I'm not really sure, some advice would be appreciated.
When I output, I get the following error:Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls. (8)Content with both Bitmaps and Buttons may generate local security errors in some browsers if run from the local file system.Is there a way to set the Timeline to start at Frame 0 in order to overcome this problem?
Hi, so adobe automatically downlaoded the newsest version of Animate over night and now the pressure sensitivity option is gone. I've had this problem on my other devices before but I could fix those issues generally with no hassle. However I bought a Surface pro 5 and started using that to draw with, and I've tried everything to get it back. The best I could do was install WinTab, which gave me pressure sinsitivity but the brush would jump about 7 cm away from where i was tring to draw and leave a big line, this only happened with the brush and eraser tool, all other tools were alligned properly. I've tried re installing the older version but that is also not working. It would be great if I can get help on this issue as soon as possible, as I need to finish an upcoming animation project and I cant have Animate bugging out right now. Thank you for your time.
Hey, I'm trying to animate a growing flower in Animate and want to do it by drawing the flower in Illustrator first, so I can simply erase a little bit of it every frame in Animate, then reversing the keyframes. But I encountered the problem, that I can't figure out how to convert my object to a drawing, so I can edit it, because the Eraser-Tool simply doesnt work on imported files. Do you guys have any ideas on how to solve it, or have another solution on how to make my growing flower animation? Thanks in advance, Vincent.
Hi evrone! I'm just thinking why the hell is Adobe Animate so slow??? At least on Mac. I mean this year I've bought newest edition of iMac with everything maximazed in humble hope to work faster. Previous iMac was from 2011. So 2011 and 2020. Lot of time actually. Now I'm working for 3 mounth on a newest iMac and you know what? Speed is practically the same. And on long timelines became slow as is was in 2011. I mean were is logic in that? All the tests say this Mac is like 10 times faster. Games and 3D just fly. But not Adobe Animate. It behaves like a very old and exhausted man. Slow and heavy. It seams that I already know the answer but is there somthing that can speed up Animate a little bit???
Hi guys, I introduce an audio clip on the layer in Animate, an audio clip that has 3 seconds, but in Animate has 6 seconds or much...and by this way ,the lyp sync doesn't work correctly. Do you know what can I do to stop making the audio bigger than the original time? thank you...
Hello, at https://www.kirupa.com/html5/accessing_your_webcam_in_html5.htmI learn about Javascript for html 5 canvas to use the webcam. Is it somehow possible to use creatJS of animateCC to use the overthere mentioned code. What I am interested in is creating an app that wil take a photo and send it , preferably by mail to a server for further processing.Regards,Pete
I've been working for the last few months on a personal JSFL project for automating some different procedures in my own workflow so I've studied in depth the current manual (https://help.adobe.com/archive/en_US/flash/cs5/flash_cs5_extending.pdf) but, besides being really out of date (2013), it is not enough precise in many definitions of the API. Some examples:- "elementType" property of Element Objects: the list of possible values of the property shows a "shapeObj" type but I can't figure out what it is, since is a separate type from "shape" type. Is this a real thing or an error? Is it still in the API? And if yes, what is it for?- "isFloating" method of Shape Objects: no idea what the description of the method means, nor what the returned value represents.These are for me the most annoying cases, but there are many others. So what I'm asking here is: is there somewhere a new version of the manual? It could really use an update right now.Even someone that knows at least those two cas
Jump to top 1 keyframesJump to the back 1 keyframesHow to Write.("Alt +," and "Alt +.")Make a SWF extension panelUsing the SWF call JSFL how to invoke the.I use "Mmexecute" to perform simple JSFL commands.But how to invoke a JSFL file that is already done
Hi, could anybody tell me, how to get the layers IN a movieclip with jsfl ?in this example i am getting the layer called "SH3", that has to be on the main timeline. if (fl.getDocumentDOM().getTimeline().findLayerIndex("SH3") != undefined) {document.selectNone();var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex("SH3");fl.getDocumentDOM().getTimeline().setSelectedLayers(layerIndex[0], true);fl.getDocumentDOM().getTimeline().setLayerProperty('locked', false);} But how should i do that if the layer is IN A MOVIECLIP-symbol? ( called keyart) , so NOT on the main timeline Thank you!
When I published a HTML5 Canvas project (1920x1080), the software (Animate v22.0.3) offers me the option to publish the spritesheet or texture at 32 bit, but the Animate do not create any atlas files. It creates the json files for the Atlas but when the process finished the software deletes the files and leave the images folder empty, and the Output console saids that XXX Bitmaps packed successfully into YY spritesheet(s).If I repeat the same operation with 8 bit, everything works well, but the resolution is not the desire one. I roll-back to previous Animate version (22.0.2) and it seems to be working well on that version with I also try with the latest version on 2 different computers and have the same result. Please can you let me know if there is an open issue regarding the Spritesheet/Texture publication at 32 bits? Thanks in advance.
I have an existing HTML canvas project that was created with Animate Version 19.2.1 (build 408). When I publish with Image Settings->Texture (32-bit, 2048x2048), Animate fails to export the images/*_atlas.png file which causes createjs to fail with the stack trace below. I attempted to include my test project, but the attachment mechanism below keeps rejecting it. I can supply to anyone in need of it. Steps to reproduce bug:1. Use v19.2.1 (build 408) and create a HTML5 canvas project.2. Add an image -- I copied and pasted something from the web.3. Configure Publish Settings->Image Settings- check - Export Image assets and set the folder to 'images'- Export as Texture- Quality = 32 Bit (IMPORTANT)- Resolution: 2.0- Max size 2048x20484. Publish and test in Chrome browser --- works as expected5. Save the project in a folder of choice6. Copy and paste the new folder --- just to create a copy7. Open the copied .fla in Adobe Animate 20.0.3 (build 25487)8. Publish
After I updated my Adobe Animate, there was no option for pen pressure/sensitivity. Before the update, I was able to use my UGEE drawing tablet with pen sensitvity. Is there a certain box I have to tick now to turn on pen sensitivity?( I last saw it listed in the properties - tools bar, but now it's no longer there.)Below: my current tablet.
I bought animate and the purchase came through and it has not worked
I want to link a button with an audio file in the library, but when I click on the audio file with the right mouse button and choose Properties, a window appears, in which the non-activated action script and I cannot type the name of the class.Please explain how to associate the button with the sound in the library, and write the code for doing so.
HiI have a problem getting gotoAndPlay working from inside a function called checkScore()? If I use alert() instead of 'this.gotoAndPlay("end"); ' it works correctly?? Sorry my coding ability is pretty basic.. I just can't get my head around why it doesn't work? Is it a problem with 'this'? Thanks for any help 😆 Martin var num01 = Math.floor((Math.random() * 100) + 10);var num02 = Math.floor((Math.random() * 100) + 10);var score = 0;var totalScore = 0;this.number1_txt.text = num01;this.number2_txt.text = num02;this.check_btn.addEventListener("click", checkAnswer.bind(this));function checkAnswer(){var result = document.getElementById("result_txt").value;if(result == num01+num02){this.feedback_txt.text = "correct the answer is " + (num01+num02);this.score_txt.text = score +=1;num01 = Math.floor((Math.random() * 100) + 10);num02 = Math.floor((Math.random() * 100) + 10);this.number1_txt.text = num01;this.number2_txt.text = num02;this.anim01_mc.gotoAndPlay("smile_lb")
I have buttons on my animation that take the user back to the previous keyframe, which is the main keyframe, or buttons that take the user to a specific keyframe. However, I have music at the first keyframe and when the user clicks to go back to the previous keyframe, the music will not only continue to play but will start over again once it goes back to keyframe 1. So how do I make it where the music won't overlap?
Where is the document main class on Animate 2020? See image below same AS3 file , left is Animate 2019 and right using Animate 2020 the Class field is gone!!
This is going to sound absolutely ridiculous, but I created a graphics collection from Adobe Animate. Why you ask? Because I always wanted the option to animate the image if necessary. I created the images using the user interface in animate because I always felt comfortable with it. My images are produced at 550 X 400, and 100% quality, yet everytime I tried to print the image, I received a LOW RESOLUTION warning. Any time I tried to print an enlargement, I lost 10 - 20% clarity. Is there a way I can increase the size of the image to increase the clarity or DPI. Please help me!
hello, i need help with action script code. i dont know how to solve it & i need to make sure to solve this before tomorrow!!how to solve this coding in action script? it says 1021: duplicate funtion definition on this line.function fl_ClickToGoToAndStopAtFrame_12(event:MouseEvent):void stop();btnnext5.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame_9);function fl_ClickToGoToNextFrame_9(event:MouseEvent):void{nextFrame(61);}stop();btnprevious5.addEventListener(MouseEvent.CLICK, fl_ClickToGoToPreviousFrame_11);function fl_ClickToGoToPreviousFrame_11(event:MouseEvent):void{prevFrame();}stop();btnhome5.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndStopAtFrame_12);function fl_ClickToGoToAndStopAtFrame_12(event:MouseEvent):void{gotoAndStop(1);}
Hi there I'm hoping someone can help me. I animated just under 2000 frames in Adobe Animate (2020) and for some of those frames I used the Classic Brush Tool on 70 or 90% opacity. In the program the colours looked fine but after exporting it as a PNG sequence (in order to have a transparent stage) the colours are much greyer. I've attached two images to show the difference. How should I export so that I can have a transparent background and the correct colours? Also I don't know if this matters but I imported a video to animate over top of, then deleted that layer so the program didn't export the video too. I don't know if that's affecting anything? Any feedback is helpful. Thanks!
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