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Testing a movie at a specific time-stamp

Community Beginner ,
Feb 23, 2019

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Hello, is there anyway of testing movies in adobe animate on a specific frame?

I have this scene where a rainbow shoots out of the sky that's coded to alpha masked gradient and I want to animate something to it appearing, the thing is I can't see it unless I test render and it's pretty far along in the movie.

If not is there a work around?

Is there a way I can batch render the scene with the coded rainbow so it's visible in the timeline?

I mean i guess i could make a button that jumps to that scene purely for play testing but that seems ridiculous or maybe it's not?

Hi Indigojarl

How about instead of a button with eventListener and all that lot you just code in frame 1

gotoAndPlay("rainbow");

whereby you label that particular frame rainbow.

Later when you don't need that anymore you remove or comment it out.

Or, second, you work with scenes (If you are on AS3, what I guess) and you design your "rainbow shoots out of the sky that's coded to alpha masked gradient" in one scene called "rainbow" or something and you just test that scene (Control -> Test Scene).

Klaus

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Testing a movie at a specific time-stamp

Community Beginner ,
Feb 23, 2019

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Hello, is there anyway of testing movies in adobe animate on a specific frame?

I have this scene where a rainbow shoots out of the sky that's coded to alpha masked gradient and I want to animate something to it appearing, the thing is I can't see it unless I test render and it's pretty far along in the movie.

If not is there a work around?

Is there a way I can batch render the scene with the coded rainbow so it's visible in the timeline?

I mean i guess i could make a button that jumps to that scene purely for play testing but that seems ridiculous or maybe it's not?

Hi Indigojarl

How about instead of a button with eventListener and all that lot you just code in frame 1

gotoAndPlay("rainbow");

whereby you label that particular frame rainbow.

Later when you don't need that anymore you remove or comment it out.

Or, second, you work with scenes (If you are on AS3, what I guess) and you design your "rainbow shoots out of the sky that's coded to alpha masked gradient" in one scene called "rainbow" or something and you just test that scene (Control -> Test Scene).

Klaus

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Feb 23, 2019 0
Advocate ,
Feb 24, 2019

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Hi Indigojarl

How about instead of a button with eventListener and all that lot you just code in frame 1

gotoAndPlay("rainbow");

whereby you label that particular frame rainbow.

Later when you don't need that anymore you remove or comment it out.

Or, second, you work with scenes (If you are on AS3, what I guess) and you design your "rainbow shoots out of the sky that's coded to alpha masked gradient" in one scene called "rainbow" or something and you just test that scene (Control -> Test Scene).

Klaus

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Feb 24, 2019 1
Community Beginner ,
Feb 24, 2019

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Very interesting by making a new scene within the same document I was able to avoid multiple files that would be easy to lose track of.

Not only that I could work with the scene alone until it's ready to be "compressed" into a symbol to be used in the main project for easier tracking. Thanks a lot!

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Feb 24, 2019 0
kdmemory LATEST
Advocate ,
Feb 24, 2019

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Pleasure.

Klaus

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Feb 24, 2019 0