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Unwanted Movement

Contributor ,
Sep 10, 2021 Sep 10, 2021

I have discovered an unwanted glitch in Adobe Animate.

 

I am working on a HTML5 animation that works fine untill the replay button is clicked to go back to a section. Then there is unwanted movement.

 

The animation is many words coming in one at a time. I am making MovieClips of the words, bitmapping them first. So I am not dependent on Google fonts.

 

What happens is there is a blur of the words moving from slightly above where they should be to the baseline where they should sit. That is not in any of the Motioning I am creating.

 

I have fixed it somewhat by having all text layers start on the first frame of a MovieClip and hiding them via box overtop that matches the background. It's more work than I feel I need to do. Alpha at 0% would be much easier.

 

I would share a link, but right now my fix is working, so you would not be able to see the glitch. But I fear these next very involved sections will suffer from the same glitch. Eventually there will be a button to replay them.

 

Has anyone else experienced this glitch? Or something similar where there is movement where there shouldn't be?

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correct answers 1 Correct answer

Contributor , Sep 15, 2021 Sep 15, 2021

I fixed it!

 

No thanks to Adobe's "help" chat last night. "We cannot help with coding issues". I am using YOUR code. 

 

Anyway. 

 

After I realized that it plays fine the first go round I had an epiphany.

What if I break the animation into TWO Adobe Animate files?

 

1) The intro text

2) The portion where you choose a patient.

 

Instead of Navigating back to the start of one long timeline or to where you choose a patient, I instead am navigating to the .html file which loads it fresh each time. 

 

No more unw

...
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Explorer ,
Sep 13, 2021 Sep 13, 2021

If you could provide a .fla of your project or a video of the problem happening I'd love to take a look

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Contributor ,
Sep 14, 2021 Sep 14, 2021

I cannot share this unfortunately at this point.

 

One thing I am noticing is that it plays fine the first go round, no weird movement, it stops when it is supposed to stop.

 

First go round, there are a series of animated MovieClips that sit on the maintimeline wiht stop actions. At the end of the movieclips they then take you back to the main timeline to the next frame via a Label. 

 

At one frame on the main timeline is a screen with six buttons. Right now only one works.

 

When clicked, it takes you again to a frame in the main timeline with a stop action. That frame houses a single movieclip that has quite a bit of animation including many "continue" buttons. The screen stops, you read some info and then click continue to keep going. At the very end of this long movieclip you go back to the maintimeline and an end screen asking if you would like to play the whole thing from the start(main timeline) or go to the screen with the six buttons.

 

When you go to the screen with the six buttons and click to play the one working one for the second time that is when everthing goes haywire.

 

For instance in the movideclip with all the animation, it skips many of the 

this.stop();

actions and just plays straight through. In addition to things moving when they shouldn't.

 

I am not a JavaScript coder. Is there a way to "flush the cache" so at the very end we reset everything back to square one? I'm guessing that maybe something is cached so it thinks the buttons we pushed to continue are in perpetual state of push.

 

I realize it is very difficult for anyone to help without seeing the problem or the build. Any help would be appreciated.

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Explorer ,
Sep 14, 2021 Sep 14, 2021
Could you show me the code the movie clip is using that is causing it to
move when pressed?
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Contributor ,
Sep 14, 2021 Sep 14, 2021

My publish settings:

Basic.jpgHTML-JS.jpgImageSettings.jpg

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Contributor ,
Sep 14, 2021 Sep 14, 2021
//exportRoot.play();//Moves playhead on the main timeline oneframe and plays
this.stop();//Stops this timeline
//
this.Button_Pam2.addEventListener("click", fl_ClickToGoToAndStopAtFrame_Pam2.bind(this));

function fl_ClickToGoToAndStopAtFrame_Pam2()
{
	exportRoot.gotoAndStop("Pam");
}
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Contributor ,
Sep 14, 2021 Sep 14, 2021

This button works, it takes you to the label "Pam" in the timeline and stops. That Pam keyframe has a movieclip in it that plays its own timeline. I had some buttons at the start of it to allow me, while building, to skip ahead. And another button to play this particular movie clip from the start (frame 2). As I said, this works fine the first time around. If at the very end of the piece you come back to the "Pam" labeled keyframe where this movie clip resides. It ignores this very first keyframe action. It does not stop.

 

this.stop();
//
this.Jump_Button.addEventListener("click", fl_ClickToGoToAndStopAtFrame_Jump.bind(this));

function fl_ClickToGoToAndStopAtFrame_Jump()
{
	this.gotoAndPlay(305);
}

this.Play_FromStart.addEventListener("click", fl_ClickToGoToAndPlayFromFrame_Play_FromStart.bind(this));

function fl_ClickToGoToAndPlayFromFrame_Play_FromStart()
{
	this.gotoAndPlay(2);
}

 

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Contributor ,
Sep 14, 2021 Sep 14, 2021

Here's a link to the current build. Click on View full browser window to see it outside the iframe.

 

The buttons are just for me and the client while we build so we can skip ahead rather than sit through the whole thing each time. If you click on "Pam Donaldson" it will play the movieClip located at the "Pam" label in the main timeline. It has several "continue" buttons where the movie clip stops until the button is clicked.

 

It plays perfectly the first time.

 

The second time it skips the initial Pam screen with the "play from the start" and "Jump" buttons in the bottom right corner(again, these are for the build so we don't have to watch the whole thing). It also skips several screens with "this.stop();" in the keyframes and zips right past a few continue buttons when played again. 

 

https://lutzcreativegroup.com/stocastic-triagego/

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Contributor ,
Sep 14, 2021 Sep 14, 2021

One thing I am doing is controlling the pauses via global variables in the first frame of the main timeline:

this.wordpause=300;
this.letterpause=100;

 

And then in the movieClip, I am pausing using this variable like this:

this.stop();//Stops playhead
setTimeout(this.play.bind(this), exportRoot.wordpause);//Pause the playhead for the amount of time in the variable

 Not sure if that has anything to do with it. I wouldn't think this would cause the playhead to completely skip a "this.stop();" action as is happening on the first from of the Pam movieclip.

 

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Contributor ,
Sep 15, 2021 Sep 15, 2021
LATEST

I fixed it!

 

No thanks to Adobe's "help" chat last night. "We cannot help with coding issues". I am using YOUR code. 

 

Anyway. 

 

After I realized that it plays fine the first go round I had an epiphany.

What if I break the animation into TWO Adobe Animate files?

 

1) The intro text

2) The portion where you choose a patient.

 

Instead of Navigating back to the start of one long timeline or to where you choose a patient, I instead am navigating to the .html file which loads it fresh each time. 

 

No more unwanted movements!

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