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HTML Export with SVG Images

New Here ,
May 20, 2019 May 20, 2019

Hi there,

Decided to give Adobe Animate a go (so not an expert). I got my web banner working how I want it to within Animate, however when I export it's doing strange things.

At first,it worked using the default setting, but went back to fix a tween and now the html doesn't work and the image folder has only a weird png image (see screenshot). So not quite sure what I'm doing wrong. If someone could please help would be great.

Thanks in Advance

Anton

Screen Shot 2019-05-21 at 5.35.58 PM.png

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correct answers 1 Correct answer

Advocate , May 22, 2019 May 22, 2019

Hi Anton

Thanks for answering. As a matter of interest, how did you previously build your web banners?

Regarding the test routine from Animate with CMD + ENTER. When you are working on something in Animate and you want to test your HTML5 Canvas project in a browser, go in the menu to Control > Test. Animate then publishes your HTML and JS according to your Publish Settings and instantiates your local web server. You can see the quasi universal IP address (127.0.0.1) in the URL bar of your browser.

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Community Expert ,
May 21, 2019 May 21, 2019

Did you play with any publish settings? The image you see is a texture atlas and for HTML5 Canvas projects, this is created by default now. I'd suggest trying it with that option unchecked - especially when using text.

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New Here ,
May 21, 2019 May 21, 2019

Thanks Joesph, I have been playing around with the settings, with no luck. I decided to revert how I previously did banners. Thanks for trying to help.

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Advocate ,
May 21, 2019 May 21, 2019

Hi Anton

I wouldn't say that using Publish Settings > Export document as texture is always wrong when working with text. There are cases when text is better static and published as raster (texture-atlas). I.e. if one needs precise positioning of text snippets in buttons and areas. Like in game scenarios. And the above screenshot of your texture-atlas looks like it.

However, you say ".. but went back to fix a tween and now the html doesn't work".

What means "doesn't work"?

  • Do you test from Animate with ctrl/cmd + enter?
  • What do you see? Just a blank screen?
  • What does your browser console say? Any error messages there?

Klaus

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Community Expert ,
May 21, 2019 May 21, 2019

Note that I never said it was always wrong - just a troubleshooting step. I have had issues myself of this nature.

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New Here ,
May 21, 2019 May 21, 2019

Hi Klaus,

I've decided to revert to how I previously did web banners, but rude not to answer your questions, see below...

• I had a tween on my first key frame and decided not to do tweens for rest, so went back in and removed tween from that first frame. so when I exported the first time it work (but noticed tween), all I did was remove tween and export again the same way and that's when the issues arose, by not working I meant browser just was blank (no error messages)

• I was just using the timeline play button to test, then exported and dropped that export into web browser to test (the ctrl/cmd enter on my Mac doesn't work - although I'm probably missing something.

• Browser just appears to be a blank screen no error messages

Thank you for trying to help though

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Advocate ,
May 22, 2019 May 22, 2019

Hi Anton

Thanks for answering. As a matter of interest, how did you previously build your web banners?

Regarding the test routine from Animate with CMD + ENTER. When you are working on something in Animate and you want to test your HTML5 Canvas project in a browser, go in the menu to Control > Test. Animate then publishes your HTML and JS according to your Publish Settings and instantiates your local web server. You can see the quasi universal IP address (127.0.0.1) in the URL bar of your browser. This is often better than to "drop that export into web browser to test", whatever that precisely means.

Klaus

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New Here ,
May 22, 2019 May 22, 2019
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Thanks Klaus

Yes that 'Control > test' is far better than the way I was doing it. Google Web Designer is what I have been using. I now see the error which is probably causing the issue...

WARNINGS:

Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls. (12)

But unsure what that means as far as I can see the frames that I want starting appear to be starting on frame one

Screen Shot 2019-05-23 at 8.41.29 AM.png

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