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Known Participant
February 14, 2018
Answered

Can I Change the Timeline to Start at Frame 0?

  • February 14, 2018
  • 3 replies
  • 4256 views

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?

    This topic has been closed for replies.
    Correct answer ClayUUID

    The timeline does start at frame 0 (in Canvas documents).

    I'm going to guess you actually mean a way to display the timeline as being 0-based in the Animate IDE. The answer to that would be "No". I'd recommend submitting a feature request to automatically display the timeline as 0-based when working in Canvas documents.

    3 replies

    Participant
    June 11, 2020

    This not just an output warning - it disabled my play and stop actions in html5 output conversion - what would be useful is there was some substitute code snippet - how do you call from frame 0 in your MC that starts on frame 1?

    Legend
    June 11, 2020

    Yes, it is just a warning, and no, it doesn't disable anything.

    kglad
    Community Expert
    Community Expert
    February 14, 2018

    that's just a warning.  it's meaningless once you understand it.

    if you don't want to see to turn off warnings in your publish settings.

    ClayUUIDCorrect answer
    Legend
    February 14, 2018

    The timeline does start at frame 0 (in Canvas documents).

    I'm going to guess you actually mean a way to display the timeline as being 0-based in the Animate IDE. The answer to that would be "No". I'd recommend submitting a feature request to automatically display the timeline as 0-based when working in Canvas documents.

    Lucy5by5Author
    Known Participant
    February 19, 2018

    Here's a blank Canvas document in Animate. It starts at Frame 1, not Frame 0. Why would the display and the actual output be different? If that's the case, it's odd.

    As for a feature request, that's great, but I'm wondering why this option wasn't automatically included in the app to begin with. Starting on negative frame numbers (much less zero or positive numbers) is common in full 3D animation applications so that your animation curves can do interesting things with pre-rolling.

    kglad
    Community Expert
    Community Expert
    February 19, 2018