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Beginner's question: Segments of one of my layers are greyed out. The layer is invisible wherever these darker frames appear. I can't work out how to reenable them. Any assistance greatly appreciated.
This is recently happened. Has anyone experienced lip sync becoming slightly off after exporting as H.264 video? In the beginning of the scene, it's dead-on. by the end, it's slightly off, but noticeable.
Javascript / Canvas HTML5As in the question, I'm having trouble setting the "image" components in the scene. I have set the following changes in the html output file:<!-- write your code here --> </head> <body onload="init();" style="margin:0px;"> <div id="animation_container" style="background-color:rgba(255, 255, 255, 0.00); width:1280px; height:720px"> <canvas id="canvas" width="1280" height="720" style="position: absolute; display: none; background-color:rgba(255, 255, 255, 0.00);"></canvas> <div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:1280px; height:720px; position: absolute; left: 0px; top: 0px; display: none; z-index: -1;"> </div> </div> <div id='_preload_div_' style='position:absolute; top:0; left:0; display: inline-block; height:720px; width: 1280px; text-align: center;'> <span style='display: inline-block; height: 100%; vertical-align: middle;'></span> <
I'm stuck with trying to select a layer by name.I must be missing something super basic but I can't figure it out.var dom = fl.getDocumentDOM(); var timeline = dom.getTimeline(); var targetLayer = timeline.findLayerIndex('Keys') if (targetLayer !== undefined) { fl.trace(targetLayer) timeline.currentLayer = targetLayer;} // If the target layer is not found, create a new layer and select it else { timeline.addNewLayer('Keys');} The fl.trace(targetLayer) returns a number (7), but the selected layer doesn't change. I also tried setSelectedLayers with the same result.timeline.setSelectedLayers(targetLayer); If I put a plain number in place of targetLayer it selects that layer no problem. Is this a bug or is there a work around?
Current version of Animate doesn't work at all. Support person tried to change absolutely everything about the computer, which did nothing. Animate just crashes when making a new document. It absolutely does not work. Nobody would give this software a chance. It doesn't have issues. It 100% doesn't work. Support just leads to a huge waste of time and no solution.
I just downloaded the trial version of Adobe Animate as i want to learn how to create html5-banners. i have a short video clip I'm planning to use in the banner but i'm having problem importing it. The "Import video" is not "clickable" under files/import and when i click on "import to library", I just get a error message saying the file (FLV) saying it isn't able to be imported. I'm using a mac.
When using build 103, I get this error when placing a bitmap on the stage and view the webpage (on a server). Uncaught TypeError: Cannot read properties of undefined (reading 'getNumFrames').I reverted to build 70 and it worked without errors. The only thing that changed was the IDE. I used the Web low template and and imported a small bitmap and placed on the stage. I published and viewed on a server. I tried both hosted and local files.
I want to upload my APK file to Google Play Console.I can't do this because I need an AAB file. When I use Android Studio, it only exports a signed APK but not an AAB. How can I fix this in ways like publishing to AAB or converting?
Recently started learning Javascript and here is the problem When trying to access the internal Adobe Animate library through an external JS script, it swears and writes an error And if I write this script inside Adobe Animate it works fine, please help let myBlue = new lib.blueShape;exportRoot.addChild(myBlue);let xPosition = Math.floor(Math.random()*700);let yPosition = Math.floor(Math.random()*700);myBlue.x = xPosition;myBlue.y = yPosition;root.push(myBlue); throws an error on - let myBlue = new lib.blueShape;
I need to call the automatic keyframe function with some commands. Its shortcut key is Alt+k. I want to get this command and add it to my jsfl, but I checked the latest manual, and there is no introduction to it?Just like a camera, there will be a jsfl command to turn it on and off。Turn on the automatic keyframe function, there is no trace in the history,
Why dos Animate keep crashing on export? Why won't after defects accept swf files like it used to? What does Adobe do all day, try to ruin the software that it sells? Aren't there any alternatives to Adobe products? Every tiime I turn around something more has changed foor the worst. The software says that it can't read files that it created ten minutes earlier. It has wasted a week's work. Again.
A little background: I once asked a question about 9Slice support in FCM publisher in CPSDK. After I didn't get any responses and saw total silence from Adobe I went to do Reverse Engineering, for scientific purposes of course. And i found one thing to get structure with data i need, this issue is solved.Also along the way I found a lot of interesting things for me. Now I want to try to ask about the "CExternalImporter" or the short name "MFI".As far as I understand this interface is similar to FCM but for importing files.Right now Adobe Animate only uses this interface to import PSD and SVG files.My question is does this import interface have a chance to be open API like CPSDK?And I personally think that it would be great if such a bunch of APIs for import and export would be released together, but we got the opposite, which for me is a little illogical.And to be honest, I don't have much desire to make a custom .fla file reader/writer for which I haven't seen the documentation a
OMG guys! In Photoshop, I can control my brush opacity with pen pressure. Buuut in Animate I cannot do that basic thing. WHY? I think it is a big joke. I can control the size but I cannot control the opacity. I searched a lot. REALLY SEARCHED A LOT!! And are you guys really serious? I am predicting it should take TWO LINES OF CODE. You did with the size, now do it with the opacity. It is REALLY ANNOYING!! I think some developer needs to this. I mean REALLY, YOU GUYS DID NOT ADD THAT TO ANIMATE, REALLY???
I am brand-spanking new, but eager to learn. Issue:I have three layers on my animal character.1) the body with the right front and back legs2) the left front leg3) the left back legI've created bones for the body and right legs. And I've created bones for the font left leg. I have not created bones for the left rear leg. The "body and right legs" layer is on top of my left leg layers.But how do I connect the body layer bones to the "left" leg bones I created?Thank you so much.
Hello everyone, thank you for clicking into my question. The following image shows the interactive device I am trying to create:Below the speaker is a designated area for electrical connection, and to the right are three current components labeled 【ball_1】, 【ball_2】, and 【ball_3】. Users can drag the current components to the designated area and trigger their respective animation contents.When I wrote the program for the 【ball_1】 component, it ran smoothly: The following is my program code: var root = this; var ball_1 = root.ball_1; var ball_2 = root.ball_2; var ball_3 = root.ball_3; //ball-1 function main() { createjs.Touch.enable(stage); stage.mouseMoveOutside = true; root.stop(); ball_1.dragAlpha = 0.5; ball_1.hitAlpha = 1; ball_1.missAlpha = 1; ball_1.hitFrame = 2; ball_1.missFrame = 1; ball_1.dropArea = { top: 640, right: 405, bottom: 700, left: 280 }; ball_1.on("mousedown", onMouseDown1); } function onPressMove1(e) { var target = e.currentTarget; ta
I am getting an error message "not able to open the FLA file" in Animate? Is there any other way I can convert this FLA file to MP4? Thank you!
Sometimes when Im drawing with brush and press spacebar or other keys on the keyboard an alert sound is made.So frustrating...why? when I got out of the program...alt tab or x, the sound stops , but how can I turn it off¿? is this a bug? how how can I turn this sound alerts?
This happens when I include the camera from "Adobe Animate" in the animation and try to export it. When I use Swivel, it shows an error. However, when I remove the camera, it exports normally in Swivel. Any solutions?SWIVEL ERROR: Whoa! Something bad happened, and the program blew up. Sorry about that!Please copy and paste this junk and send it to mike@newgrounds.com along with the SWF you were converting:Invalid SWFMethod(format.swf.Reader,readPlaceObject)Method(format.swf.Reader,readTagData)Method(com.newgrounds.swivel.swf.SwivelSwfReader,readTagData)Method(format.swf.Reader,readTag)Method(format.swf.Reader,readTagList)Method(com.newgrounds.swivel.swf.SwivelSwf,parseSwf)Method(com.newgrounds.swivel.SwivelController,runTask)Method(com.newgrounds.swivel.SwivelController,runTaskDelay)
hello all, a question, but you can not navigate with the keyboard keys a presentation exported as a projector exe? Because from swf it works for me, from .exe it doesn't. A thousand thanks. attilio
So, I've been working on a project, and I've noticed, doesn't matter if I saved the file or not, some animate files seem to disappear off the face of my computer whenever I close the program. This has given me large amounts of anxiety when it comes to my large project, as I don't want my computer to reset, close the program and erase my file.I work in MacOS Big Sur, and I keep all my animate files in a dedicated folder.
I am trying to make some basic buttons to control animation/timelines.All I need is a play button, pause button and replay button.I would like all the code to be on the first frame of the main timeline. So far this is all I have...this.stop(); this.ani.stop(); this.playBtn.addEventListener("click", fl_MouseClickHandler.bind(this)); function fl_MouseClickHandler() { this.ani.play(); }The names of the objects are...animation = aniplay button = playBtnpause button = pauseBtnreplay button = replayBtnI have the file setup as such...layer 1 = codelayer 2 = buttonslayer 3 = animationAll the animation is in one movie clip that is on the third layer. If possible I would like to tell the animation to stop playing from the root timeline, when it gets to the last frame, not by putting a stop in the movie clip of the animation. I want to control everything from the code in the root timeline if possible. Any help would be much appreciated. 😃ps... I tried to upload my .fla but everyti
I am using a mac with latest operating system and using animate v23. The characters in quite a few fonts (incl the below screenshot examples of Grenadine and Gloria Hallelujah) are overlapping horizontally. Any ideas from the dev team or community as to what is happening or whether there is a work around?Wondering if I create text in Illustrator or After Effects and copy it over, whether it might retain proper spacing. Ideally though, would like Animate to just play nice 🙂 Thanks!Craig
Does anyone know of a way to set a keyboard shortcut for this little back arrow in the navigation bar above the stage? I don't know the name of this button so am not sure how to assign a shortcut to it. I use a "enter graphic at current frame" plugin all the time and it would be great to have the ability to "exit graphic". Would make navigating nested symbols a little faster. ~mike
por qué no puedo prevsualizar mi archivo animate cuando importo, ya sea al escenario o a la biblioteca, imagenes JPG o PNG? si dejó la composicion sin las imágenes Sí se previsualiza, pero si pongo las imágenes se ve completamente en blaco:
I created a virtual keyboard in Adobe Animate as a part of a point-and-click text game. Clicking on the buttons on this keyboard will fill in a text input field (instance name: 'UserAnswerBox') or delete text from the input field. The code for these is as follows, but very speicifcally, it modifies the last element of the answer box: //code inserting the letter athis.A_btn.addEventListener('click',() =>{document.getElementById('UserAnswerBox').value+='\u0061'})//code deleting the last letterthis.backspace_btn.addEventListener('click',() =>{document.getElementById('UserAnswerBox').value=document.getElementById('UserAnswerBox').value.substring(document.getElementById('UserAnswerBox').value, document.getElementById('UserAnswerBox').value.length - 1)}) I am looking for a way in Animate to modify the code so that virtual keyboard can allow letters to be inserted or deleted wherever the cursor currently is in the answer box. I wanted this because it will probably make more se
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