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Mailform should tricker my canvas animation

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Hello experts!

 

I made a small rather childish HTML5 animation of a spaceship, that should work on my contact page, so when the user presses the submit button on the mail form, something happens in the animation. If the contact form javascript, used for validating the form, returns success, the spaceship should go of, and If error is returned, the fuse burns out and the spaceship just stays on the ground. You can use a substitute for the form submitbutton, by pressing the hatch on the spaceship.
I think I have the animation under control, but I need help activating the 2 Animate-functions (success or error) from my contact form javascript file which I have put a prettyfied version of on this link.

Can someone tell me how it's done? Many thanks in advance


Will I be able to launch older versions of Animate files on the newest one?

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I'm going to be creating a game using ActionScript and I'll be working on it within college. I don't exactly remember what version of Animate they have, but will I still be able to use it normally at home, with the most up to date version of Animate (or whatever version the one from the Creative Cloud is) ? Or will it bring up issues?

 

Thanks.

How can I create a simple button in Animate similar to an Edge Animate button?

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I've successfully created buttons with Adobe Edge Animate and published to .oam. The button changes with 'mouseover' and 'mousedown'. On 'mousedown' the audio file plays. Moving the mouse away and it reverts to the initial state. I import the .oam into Muse, and everything works as expected in Safari. I even attach an .ogg audio file as well as the .mp3.

 

Unfortunately Edge Animate struggles to work with the latest versions of Mac OS, so I've tried to replicate the same button and states in Adobe Animate.

 

The default for making a button creates 4 states 'Up', 'Over', 'Down' and 'Hit'. I've successfully added the audio and published to .oam, imported into Muse and reviewed in Safari. The result is a button that changes colour with over and down, plays the audio but doesn't change colour when I move the mouse out. If I click the button several times it plays the audio several times.

 

I tried importing a graphic to the timeline and adding code snippets to successive keyframes. The button looked ok in Muse, but the preview in Safari was totally blank.

 

I'm sure there must be a simple solution, and I'd greatly appreciate any help.

 

Thank you.

Experiment on New surface pro drawing bug / straight lines bug in AnimateCC

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Here are some speculations about the results of my experiment.

 

 

+ I have contacted Microsoft and are waiting for an answer.

New surface pro drawing bug / straight lines bug in AnimateCC - Microsoft Community

 

 

When using 'Sketchbook' or 'Adobe Photoshop' as a surface pen

The shape of the cursor changes to a brush shape.

However, when using Animated CC, the shape of the cursor is the default cursor shape.

 

When I connect the Wacom tablet to the surface, the shape of the cursor changes to a brush shape.

 

Also,

A click animation occurs when you touch the window screen with the pen.

Double-clicking with the pen causes a double-click animation.

 

When using 'Photoshop' or 'Sketchbook', click animation does not occur.

Click Animation occurs when using animated CC.

 

Likewise, using the Wacom tablet does not result in touch animation.

 

Image

Image

Image

 

Here is the video link I tested.

https://youtu.be/7oSP7rxj2jo

 

 

I know that the surface pen uses the wintab driver,

I think this is not compatible with animated CC.

 

A straight line drawing bug that occurs in an animated CC

results from not recognizing the cursor movement in a small range after the first touch with the pen.

This problem also occurs when dragging on a window screen.

 

I think there is a problem with not recognizing the surface pen in the animated CC.

 

- Note that I am currently using wintab x64_1.0.0.20.

How to create mute and unmute sound button in animate cc (html canvas)

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Hi,

 

how could I create a mute/unmute sound button in animate cc (html canvas). I thought in this way

 

this.Btn_SoundOff_Inst.addEventListener("click", fl_Click_SoundOff.bind(this));

function fl_Click_SoundOff()

{

   this.createjs.Sound.getMute();

};

 

Unfortunately it doesn´t work. What could I do?

 

Thanks in advance.

Mute and Unmute HTML5 Canvas Click Event in Adobe Animate CC

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Hi,

 

I am trying to get two buttons to perform two different functions. I have been searching the web and YouTube all day with no luck.

 

Button 1 is to mute/stop a .mp3 (looped) and Button 2 is to unmute/stop the aforementioned .mp3

 

Nothing I have tried has worked. This was the most promising solution I could find but I could not get it to work:

 

this.SoundOn.addEventListener("click", silence.bind(this));

function silence()

{

  if(!mcSndVar) {

  sound_1.volume = 0;

  mcSndVar = true; }

  else {

  sound_1.volume = 1;

  mcSndVar = false;

}

}

 

Any ideas?

New surface pro drawing bug / straight lines bug in AnimateCC

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I am using 'New Surface Pro' (i7 / 8GB / 256GB)

I'm using the latest version of 'animated CC' Version 18.0 (Build 107)

When using an Animate CC with Surface Pro "pen" in New Surface Pro,

There is a bug where all drawings a straight line. When drawing a small range with a pen, I think that input is impossible.

I suspect an animated CC bug that occurs when using the pen

because the mouse does not have any problems when drawing a small range, and is not a problem with any other program.

버그리포트01.png

Quickly touch the pen and you will see an input bug in the animated CC.

 

 

 

 

 

There is also a bug that does not apply to pressure.

When I turn on the pressure function in the toolbox and draw a picture, the pressure does not apply.

I think it is an animated CC bug because I think that there is no problem in other programs.

버그리포트02.png

 

 

 

When using Cintiq (13HD) on the desktop, the pressure is applied well. and there are no drawing straight bugs.

There is a problem only when you use a surface pen in an animated CC.

 

I know there are a lot of people who are having problems like me.

(Surface Pro 4 or New Surface Pro)

 

I would like to know the solution to this problem. T_T

Animate CC - svg animation

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Hi, can you please help me somehow  ?

How to save animation in to svg file in animate cc ?

Not as sequence. Can't find any option to do this but there is info at web that it is possible, except there is no "how".

thanks!


Problem with exporting camera movements out of Adobe Animate

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So I just recently discovered this glitch after updating my Adobe Animate to the current Adobe Animate CC 2018. When I'm in adobe animate and SWF preview the animation looks fine, but when I put it into swivel to convert to MP4 the camera movements make the animation white out everything but the right corner of the animation... I've attached pictures

 

Problem.JPGProblem 2.JPG

I was wondering if anyone knows how to fix this. I've re installed both Animate and Swivel, and still no fix.

Bannière avec parallaxe

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Bonjour,

 

Je me permets de vous contacter car j'ai réalisé une bannière avec Animate CC.

A la fin de cette-dernière je souhaite animer une image en fonction de la position de la souris.

 

  • Lorsque la souris se trouve entre 0 et 150 pixels de la bannière, je souhaite que l'image se décale de 5 pixels vers la droite.
  • Lorsque la souris se trouve entre 150 et 300 pixels de la bannière, je souhaite que l'image se décale de 5 pixels vers la gauche.

 

Voici le code saisi dans la fenêtre actions :

 

this.addEventListener('tick',moteurRendu.bind(this));
function moteurRendu(){

if(stage.mouseX>0 && stage.mouseX<150 && this.parallaxe_mc.x<0){
this.parallaxe_mc.x+=1; // x : horizontal, +=1 : ajouter 1 pixel par tick
}

if(stage.mouseX>150 && stage.mouseX<300 && this.parallaxe_mc.x>-10){
this.parallaxe_mc.x+=-1; // x : horizontal, +=-1 : enlever 1 pixel par tick
}




}

 

Sauriez-vous me dire pourquoi l'image se décale vers la gauche uniquement ?

 

Je vous joins les fichiers sources afin que vous puissiez consulter l'ensemble.

https://we.tl/WYQtm5SRpc

 

Merci de votre aide

linking 2 html5 canvases

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I've been trying to convert an old flash interactive module into HTML5 canvas before the plug eventually gets pulled.

 

I have one of the 2 parts converted and it works fine. I tried pasting the frames of the other after converting it to HTML5 canvas into the timeline of the first one but it seems to be interfering with the functionality of the first one even though all the old actionscript is commented out. Is there a way to keep them separate then when the user is finished with the first part it would automatically load the 2nd canvas? I think this would be easier than trying to troubleshoot what's interfering with the first one. I'm not even getting a javascript error in the console in my browser, so it's hard to pinpoint what the problems are.

Zoom and pan map movie using gestures in html5 canvas

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I need help with the code for zooming and panning an Animate CC movie html5 canvas using the touch gestures.

 

I have a movie containing a map. I need an example of code to be able to pinch / spread for zooming and drag to pan the map.

 

If possible I would also need the functions for mouse-wheel zooming and click to drag the map for alternative desktop interfaces.

 

Many thanks!

PSD import problem

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Hi,

This is really hard to explain.

The problem occurs when I import a PSD and my layers have feathered edges (or any transparency). I import multiple layers from a single PSD into separate Flash layers. If each layer is set to import as a flattened bitmap, the feathered edge of each layer will pick up the pixels of the layers it overlaps so that I no longer have a feathered edge where the overlap occurs. It's as if the top layer is acting as an aliased mask on the bottom layers.

If I import each layer individually, this does not occur, but it is a pain in the neck to import several layers individually.

This problem does not occur when you import the layers as movie clips, but you lose the ability to apply smoothing and control compression if you import this way.

Is this a bug or are your feathered edges supposed to pick up the layers they overlap? If my question isn't clear, I can send images. Also, if this is a bug, who do I contact at Adobe to address this problem on future versions?

Thanks

How do I read variable in JSON file?

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As a test I've got this JSON file called info.js:

 

var JSONObject = '{"page_text" : "This a normal string that can be used."}'

 

Now in my Animate CC file I want to read that 'page_text' variable so I can put its content, the string, in a text field. I started with this:

 

// load JSON file 
var req = new XMLHttpRequest(); 
req.open("GET", "info.js", true); 
req.addEventListener("load", transferComplete); 
req.send(); 


//output JSON file
function transferComplete(e) {     var JSONObject= JSON.parse(e.target.response);  console.log(JSONObject);
} 

 

This should read the info.js file. Which works. Then it should output the contents of the JSON file in the console. Without that JSON.parse it outputs the entire contents as a string. So it kind of works, loading the JSON file and outputting the entire contents.

 

But I wish the output the content of the page_text variable. So I was thinking the first thing I'd have to do is to JSON parse  it. But then it outputs: 'Uncaught SyntaxError: Unexpected token v in JSON at position 0'. Don't know what I'm doing wrong/

 

How to I make it output "This is a normal string that can be used."?

How to reset a movieclip Animate CC AS3

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Hello,

 

I have two things going on in my animation. The first item is a MovieClip on the main timeline, frame 1. Inside the MovieClip an audio sound file plays and other items are animated. The second item on the main timeline are two yes/no buttons. Each button when selected plays a short audio file (correct/incorrect sounds), changes color and makes a static graphic appear on screen. Both functions need to work independently of each other. I've had no problems having them in different animations however, combining two on the same timeline I have two problems:

1. When I click on either button they won't reset to their beginning position

2. Clicking on Yes button, then No button the audio file from the MovieClip plays, the actual animation doesn't play just the sound file. And it's only after Yes, then No is clicked in that order.

 

I'm pretty sure I'm missing something pretty easy here, if you have an idea for me to try could you indicate where it should be placed in the code please, I'm definitely not an expert, still learning. Much appreciated!  Here's the code I'm using:

 

* sound icon play/stop/restart button */

var playing:Boolean = false;

 

MovieClip.stop();

 

function startMovieClip(event:MouseEvent):void

 

{

    if(MovieClip.currentFrame == MovieClip.totalFrames) {

         playing = false;

   }

    if(playing){

           MovieClip.gotoAndStop(1);

    } else {

           MovieClip.gotoAndPlay(1);

    }

    playing = !playing;

}

 

startButton1.addEventListener(MouseEvent.CLICK, startMovieClip);

 

/* Correct answer sound button

Click to Go to Frame and Play

Clicking on the specified symbol instance moves the playhead to the specified frame in the timeline and continues playback from that frame.

Can be used on the main timeline or on movie clip timelines.

*/

 

 

stop();

 

No_Btn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame);

 

function fl_ClickToGoToAndPlayFromFrame(event:MouseEvent):void

{

gotoAndPlay(16);

}

 

/* Incorrect answer sound button */

 

Yes_Btn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_4);

 

function fl_ClickToGoToAndPlayFromFrame_4(event:MouseEvent):void

{

gotoAndPlay(2);

}


Using different frame rates in the same flash animation?....

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I was wondering if there is a way to have different frame rates in different parts of the same flash animation? I need some parts to be quicker and some to be slower, is there a way to acheive this?

Any help would be great

iOS Simulator Device

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How do you change the iOS device that the simulator is using?  It seems to default to iphone 5.  I would like to be able to test ipad and 6 plus devices as well.  Is there a config file somewhere?

Animate CC - HTML 5 Canvas Mediaplayer Pausebtn

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I'm trying to make a audioplayer in Animate CC with HTML 5 Canvas - Javascript.

 

Everything works fine. Buttons for start and stop. The mutebutton workes also. But I can't fix the pausebutton.

 

Do I do something wrong?

 

 

 

this.startknop.addEventListener("click", muziekstart.bind(this));

 

function muziekstart()

{

createjs.Sound.play("muziek");

}

 

 

this.stopknop.addEventListener("click", muziekstop.bind(this));

 

function muziekstop()

{

createjs.Sound.stop("muziek");

}

 

 

this.muteknop.addEventListener("click", mute.bind(this));

 

function mute()

{

if(createjs.Sound.muted) {

           createjs.Sound.muted = false; // mute

          this.mutetekst.text = "Mute";

    } else {

          createjs.Sound.muted = true; // mute on

          this.mutetekst.text = "Mute af";

    }

};

 

 

this.pauzeknop.addEventListener("click", pauze.bind(this));

 

 

function pauze()

{

if(createjs.Sound.paused) {

        createjs.Sound.paused = false; // pauze afzetten

 

    } else {

        createjs.Sound.paused = true; // pauzeren

 

    }

 

 

};

Animate Actionscript -> HTML5 canvas woes

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Hello everybody!

 

I really hope that I can pick the brains of people much smarter than myself to try and get me out of my little head scratcher!

 

My problem is that flash/actionscript is dying and with browsers now turning it off as standard its going to affect a large portion of my website.

So I really need to convert all my AS3 to HTML5.

 

Now... I am trying to cut as many corners as possible without having to redo the whole thing, so I copy pasted all the layers into a new HTML5 Canvas and have proceeded to configure the code so that it is HTML5 friendly. they are fairly simple little animations, purely mouseover and click, this on AS3 was done mostly by creating loads of buttons; for example:

 

a circle button b1, when over highlights an area of information on a table nearby, when clicked follows the code:

 

this.b1.addEventListener("click", fl_MouseClickHandler2.bind(this));

 

function fl_MouseClickHandler2()

{

    window.open("THE URL");

}

 

now, it does come up with a warning saying bitmaps and buttons having some kind of security issue, but it all completely works in the tests run through Animate.

 

I thought i'd succeeded, but now its all fallen down and gone wrong.

 

I've published it on Animate and uploaded both the HTML and the JS to the website, switched the information on the web so it loads the new HTML page instead of the old SWF file... and it doesn't work. Infact it would be more accurate to say it might work, but all I can see is a blank white screen, when inspecting the element it tells me that its there, the JS file is linked, all the information is there... but its not showing.

If I just double click on the HTML file on my MAC it opens up no trouble in a browser and everything works, so somewhere, somehow, its getting lost.

 

Maybe a simple open of the HTML page as a link is whats causing it to break? Although I feel like somehow the images aren't being linked, and I wouldn't have the slightest idea of how to fix that.

 

I've added a snapshot picture in a hope to help explain what i've got, it'd be amazing if its a really easy fix, although I do fear the answer may be that the old buttons are not the way to go, and i'm going to have to manually code the hover and click in HTML, I really don't want to spend hours doing that if smart people tell me it isn't necessary!

GTOrollerdiaC.jpg

 

 

I really appreciate any and all help in advance, and if you require any more information please let me know.

 

Thanks,

 

Peter

JSFL - Waiting until testMovie is done

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I have a JSFL script that I'm using to extract some information from FLA files. It relies on Actionscript for this, and hence needs to "run" the FLA. Typically this is done by a human running Test Movie in Animate. However we are in the process of automating the process.

 

I plan on using document.testMovie to do this. This works fine.

 

I wanted to level up the script by being able to do multiple files and it is here that I am running into a problem.

 

My basic sequence for this was

 

fl.saveDocument(fl.getDocumentDOM(), targetFla)
document.testMovie(1)
document.close(false)

 

As a single file, this works, however, once I do multiple files, I find that testMovie will not complete properly. My theory is that this is because there seems to be a conflict with the next pass happening while testMovie is running which doesn't allow it to fully complete. Prior to running testMovie, I do some other file processing. My conclusion is based on seeing testMovie start and while it's running, I can see the operations start on the next file in the window and then the testMovie abruptly stops.

 

I am looking for a method to basically wait until testMovie is done. I've noticed that there is no promises support, so it seems like I'll have to use setTimeout or some other mechanism. Ideally it would be some cue from JSFL, however, I can also cue on file existence, as the actionscript will generate a log file.

 

I found this, and in some ways this problem is similar in nature.

 

flash - How to do I get JSFL to save trace output to a file AFTER a testMovie command? - Stack Overflow

 

Was curious if anyone else has encountered this and what their approaches were.

 

Oh another question. I did do Google search but it didn't turn anything up. What is the difference between testMovie and debugMovie?

 

Thanks!

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