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WhiteArrowhead
Inspiring
May 3, 2018
Answered

Animate CC 2018 Clip to stage Shift+ commd +W is broken up ditto for the camera

  • May 3, 2018
  • 1 reply
  • 1072 views

Animate CC has two major bugs not in previous versions of Flash / Animate ...

1. The "Clip to stage command" Under View_Magnification.  In previous versions of flash Shift+ commd +W would crop the stage and snap to the upper left hand corner for all scenes. I could then check "Play all scenes" and I could watch my entire movie - Play through every scene without exporting a swf.  

Why you broke this basic function Animate 2018 is a mystery. Now when I hit Shift+ commd +W in Animate CC 2018 the stage is cropped but Now I can still move the stage around.  It doesn't lock in place.  So when I go to "Play all scenes"  The stage jumps around from scene to scene. Making it impossible to watch my movie through without exporting a swf. 

There is no option to revert back to the way Animate CC used to function, short of installing a previous version of Animate.

2.

The camera .. Finally No flash plugin needed Adobe finally adds a feature animators have wanted since forever.  But not so fast.

The camera movements don't export to swf.  Totally worthless.  I've read complaints on this... the pseudo-solutions are completely mysterious and indecipherable.   When "test  scene" I can see the camera movement in the swf.. but when I publish the whole swf with all the scenes included.. it shows nothing.   If there is not a publishing setting to fix this yet ..their should be one in the future.

This topic has been closed for replies.
Correct answer _keyframer

The suggestion to move the Camera icon to a different location is a great idea. That would free up some room in the Toolbar and help to avoid having it get cut-off like it does on many screens now.

1 reply

Colin Holgate
Inspiring
May 3, 2018

The play all scenes thing seems to still work ok.

The hide pasteboard option was recently intentionally removed. Previously, you could command-shift-w throw the stage into the top left corner, with the outside of the stage things cropped off. When you command-shift-w back out of it, the stage is usually zoomed to fill the whole screen, but you can double click the magnifier to get back to 100%.

A while ago this was added:

It lets you zoom to any amount, and with the stage centered however you like, and then that button crops off the stuff outside of the stage. You end up with a more flexible version of the same thing you were doing with command-shift-w. But, I don't disagree, removing the older way of doing it wasn't a good idea.

I tried a multi scene test with camera. There was the hassle of having to add the camera layer in each scene, but otherwise it did seem to work. Could you post an example file that doesn't work?

Would you be interested in being in the Adobe Animate prerelease program? If you were in that you could directly suggest things to the Animate team.

WhiteArrowhead
Inspiring
May 4, 2018

I would be interested in being in the Adobe Animate prerelease program.  I have to insist that "Play all scenes" does not work. Yes, it plays all scenes, but it doesn't count if the stage jumps all over the place and half the scene is cut off because it moved 5 inches to the right underneath the timeline.  Sure, sometimes scenes play through without jumping.  But  all the time without jumping would be better.

I tried the new stage crop button added.  It clips the stage but doesn't fix any problem.  The center stage button is nice.  These buttons are small and easy to overlook which brings me to my next point.  The camera..

I tested the camera with just a new Actionscript3 file with nothing in it with 3 scenes and Animate did export all the camera moves to a .swf file... but I'm using much larger files with some coding (which I did not write ) and many more symbols and scenes. Like 30 scenes... It's highly likely that the camera is just not stable under real stress or whatever coding that is in the file is knocking out the camera? That's the problem with flash . If advanced tools are only going to work under perfect circumstances then they are no good to me.

In any case the button for adding a camera should not be in the drawing tools panel.  It is right next to the hand and zoom tool I am constantly adding a camera unintentionally.  It should actually be in the upper right corner of the stage where you put those other buttons that no one notices.  Then I won't add the camera accidentally and it will help people discover those tool options.  Otherwise I'd just add it to the upper tool bar menu under "insert".. similar to how you have it in After Effects. Just keep that camera button out of the way.

In toonboom harmony they have the camera and other layer types in a drop down just above the layers panel.  You guys have plenty of room for the same thing right under the Timeline tab to the left of the eyeball and lock icons.

_keyframer
Community Expert
_keyframerCommunity ExpertCorrect answer
Community Expert
May 4, 2018

The suggestion to move the Camera icon to a different location is a great idea. That would free up some room in the Toolbar and help to avoid having it get cut-off like it does on many screens now.

Animator and content creator for Animate CC