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Animate CC HTML5 Canvas Mouse Over

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I cannot get my animation to stop and start playing with a mouse rollover, but the listener does put a message box up. This says to me that the listener intercept is working, but the command to stop and start the animation is incorrect. How do I get the animation to stop and start playback with a mouse over event?

 


/* Mouse Over Event
Mousing over the symbol instance executes a function in which you can add your own custom code.

Instructions:
1. Add your custom code on a new line after the line that says "// Start your custom code" below.
The code will execute when the symbol instance is moused over.
frequency is the number of times event should be trigerred.
*/

var frequency = 3;
stage.enableMouseOver(frequency);
canvas.addEventListener("mouseover", fl_MouseOverHandler_10);

function fl_MouseOverHandler_10()
{
// Start your custom code
// This example code displays the words "Moused over" in the Output panel.
alert("Moused over");
this.stop();
// End your custom code
}

/* Mouse Out Event
Mousing out of the symbol instance executes a function in which you can add your own custom code.

Instructions:
1. Add your custom code on a new line after the line that says "// Start your custom code" below.
The code will execute when the symbol instance is moused out of.
*/
var frequency = 3;
stage.enableMouseOver(frequency);
canvas.addEventListener("mouseout", fl_MouseOutHandler_8);

function fl_MouseOutHandler_8()
{
// Start your custom code
// This example code displays the words "Moused out" in the Output panel.
alert("Moused out");
this.start();
// End your custom code
}


Animate CC HTML5 Canvas Mouse Over (2)

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I understand there is an answer posted to this question but I don't quite understand.

If someone would please explain this to me. What should I use as custom code?

 

 

I  have a button in  Animate CC Canvas that I want to go to frame 25 and stop I used the code snippet under HTML 5 Canvas and choose Mose Over from Events Handler but lost about what do next. Any advice. Thanks in advance.


Here's my actionscript;

 

/* Mouse Over Event

Mousing over the symbol instance executes a function in which you can add your own custom code.

 

 

Instructions:

1. Add your custom code on a new line after the line that says "// Start your custom code" below.

The code will execute when the symbol instance is moused over.

frequency is the number of the times event should be triggered.

*/

var frequency = 3;

stage.enableMouseOver(frequency);

this.mybutton2.addEventListener("mouseover", fl_MouseOverHandler_2);

 

 

function fl_MouseOverHandler_2()

{

// Start your custom code

// This example code displays the words "Moused over" in the Output panel.

alert("Moused over");

// End your custom code

}

swf file on phone

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when i open the swf file from desktop or laptop in internet explorer or chrome then it ask to allow the plugin and the file start working.

but wen i open the file from chrome or explorer from the phone or tablet it does not want to activate the plugin and the file does not work at all

problem whith Animate html output file

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Good evening, i've realized an animation (fig1) with Animate CC. As usual, the software generated two files (fig2) which works correctly.

But if i copy this two files on an other computer desk (fig 3), html icon is changing and when i drag html file on browser it doesn't work anymore.

Where does it come from? Thank you for your anwer. Christophe

 

Capture d’écran 2018-03-15 à 17.00.18.png

Capture d’écran 2018-03-15 à 16.51.04.pngCapture d’écran 2018-03-15 à 16.50.26.png

Adobe Animate crashes when opening files

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Animate has done this to me several times now and it's beyond maddening. I work on an animation for several days. I save iterated versions (foo1, foo2,foo3,etc.) Then, a week or two later, the client asks for some revisions but, when I go to open foo3, animate crashes. It won't open the file. Now, I have to go back to foo2, hope that it opens, and then try to reconstruct all the changes I had already made in foo3 - doing work a second time, for free - save it under a new file name (foo4) and hope against hope that, the next time I need to work on it, Animate doesn't crash on opening again.

 

It's random in the sense that I never know what file it's going to refuse to open, but it's not random in that it's always the same file. It doesn't open foo3 some times but refuse other times. Once it's crashed on opening a file, I know that file is lost to me forever.

 

I can't work like this, nor do I understand what's going wrong or what I can possibly do to fix or get around the problem.

Change src of images in library.

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Good Evening,

 

I am currently making an animation that changes as I click buttons. Since it uses heavy raster images I have preloaded them in the cache and I want them to replace a current spritesheet by replacing the src and going back to frame 1.

 

The getelementbyid method will only read elements in the html. Any ideas on how to change src of images defined in the js?

 

 

Any ideas on how to do that.

CreateJS and more code snippets

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Hi All,

had a fantastic response on my first question so thought I'd try again.

 

I have had an introductory look at the createjs website and noted they had tutorials etc.

The code is is scripted to run in a HTML file. Is it just a matter of stripping some of the code at the beginning and end to make it appropriate for inclusion in Animate? If so are there guidelines as to what code would need to be stripped?

thanks for helping a newbie.

George.

iMac | Brush Tool Problems

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Hello, thanks for dropping by.

 

So over the past few days an issue I've been having has been frustrating me as it wasn't like this before, at least I don't remember it being a problem. I've had it for around five days, and I remember it worked fine in the beginning hours.

 

Whenever I try to draw with the brush tool the preview line thing loads very slowly and draws straight lines throughout a stroke going faster than the speed a snail moves. It's a problem with both my pen tablet (Huion H610 PRO) and the mouse (a simple Logitech mouse).

 

Here's an example https://prnt.sc/irtlek

(the mouse isn't a very good example cuz i draw slower with one but it does the same thing when I draw at a higher speed)

 

Here's mah info:

Version 10.13.3 (High Sierra)

iMac (Retina 4K, 21.5 inches, 2017)

Processor 3.4 GHz Intel Core i5

Memory 8 GB 2400 MHz DDR4

Startup Disc Macintosh HD (not sure how relevant that is)

Graphics Radeon Pro 560 4 GB

 

I'm positive it isn't the tablet because it worked just fine the first few days I had it, and in Photoshop the brush strokes are flawless. I couldn't find a solution on the forums, but they were from 2014 so maybe there is one now and I'm just not looking hard enough. I haven't found one anywhere else, so I think coming here is my best option.

 

Thanks for reading and I appreciate any help I get, I'll give ya any info you need to help me solve this.


Publish Settings for Adwords (HTML5)

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Hey everyone.

 

I've been trying to make an HTML5 advertisement for Google Adwords, but while there are many tutorials on it, their export settings look like this:

publish-settings-basics.png

 

while mine look like this:

publish_layers.png

 

This obviously stops me dead in my tracks on these guides. Is there something wrong with the way I've set up my file, or is this new?

 

Thanks for any help.

RangeError: Maximum call stack size exceeded Error

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Hi,

 

I got this error recently where the animation won't start to due to a stack limit breached. This only occurs on Google Chrome. I have browser tested it on all major browsers such as Safari, IE, Firefox and Edge. Everything seemed fine.

 

Source code

 

function init() {

  canvas = document.getElementById("verticalSlideshow");

  anim_container = document.getElementById("vertical_container");

  dom_overlay_container = document.getElementById("vertical_overlay_container");

  images = images||{};

  ss = ss||{};

  var loader = new createjs.LoadQueue(false);

  loader.addEventListener("fileload", handleFileLoad);

  loader.addEventListener("complete", handleComplete);

 

  loader.loadManifest(lib.properties.manifest);

}

function handleFileLoad(evt) { 

  if (evt.item.type == "image") { images[evt.item.id] = evt.result; }

}

function handleComplete(evt) {

  //This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.

  var queue = evt.target;

  var ssMetadata = lib.ssMetadata;

 

 

  for(i=0; i<ssMetadata.length; i++) {

    console.log("Image Names: "+ queue.getResult(ssMetadata[i].name));

    ss[ssMetadata[i].name] = new createjs.SpriteSheet( {"images": [queue.getResult(ssMetadata[i].name)], "frames": ssMetadata[i].frames} )

  }

  exportRoot = new lib.CombinedExpanded_RainLeafAni(); //ERROR TRIGGERS HERE

 

From what I gather that it is a recursive function constantly being called and Google Chrome has a limited stack memory compared to other browsers.

 

I initially developed this in Adobe Animate 2017 version, I updated yesterday and the 2018 exported the same source files with a small tweek. No luck.

 

 

Full Error Log

 

rainleaf.slideshow.init.js?oxjymg:26 Uncaught RangeError: Maximum call stack size exceeded

    at handleComplete (rainleaf.slideshow.init.js?oxjymg:26)

    at a.b._dispatchEvent (createjs-2015.11.26.min.js?oxjymg:formatted:210)

    at a.b.dispatchEvent (createjs-2015.11.26.min.js?oxjymg:formatted:171)

    at a.b._sendComplete (createjs-2015.11.26.min.js?oxjymg:formatted:5389)

    at a.b._loadNext (createjs-2015.11.26.min.js?oxjymg:formatted:6159)

    at a.b._processFinishedLoad (createjs-2015.11.26.min.js?oxjymg:formatted:6263)

    at a.b._handleFileComplete (createjs-2015.11.26.min.js?oxjymg:formatted:6212)

    at createjs-2015.11.26.min.js?oxjymg:formatted:127

    at a.b._dispatchEvent (createjs-2015.11.26.min.js?oxjymg:formatted:210)

    at a.b.dispatchEvent (createjs-2015.11.26.min.js?oxjymg:formatted:171)

 

If anyone could help me with this that would be great.

 

Thanks

oam file suddenly not streaming well at all

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Hello all,

 

I made a project that mimics our friendly train system's app here in Chicago as a means to display my ability to use photoshop, animate, and some JS.  I pushed the files onto github and found a link to a site that let me host my github content immediately.  Here's its link:

https://rawcdn.githack.com/rockomatthews/metraaaa/master/metraaaaUnresponsive.html

 

It was working perfectly initially there.  But I even later put the .oam file into a muse site and its lately been very laggy-looking.  It reminds me of a computer running too many apps than it can handle.  Delayed touch interaction, etc, etc.  This them is consistent when it is viewed within html and directly imported as an .oam in Animate.  My first idea is to make it simply make it smaller.  That usually fixes slow beasts.... but I am posting here assuming that is not the solution. One more thing, it has never lagged while previewing in Animate.  Thanks in advance!!

 

Here it is on my site:

http://robmatthe.ws/metra.html

 

 

Any ideas?  Export settings possibly?  New update to software I am not familiar with or should take into account?

Publishing HTML5-file on web

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Hello,

 

1. I animated a file (HTML5) which includes imported layers from Photoshop CC. The exported file cannot be opened from another computer. Is there anyone who knows how to fix that?

 

2. Even I have high disbanding single objects in my animation which is also exported in 4k, I have still bad anti-aliasing. Is there any possibility to fix that?

 

3. If I want to publish it on the web, can you recommend any websites as good hosts? Do I need the exported file or just the code?

 

Best regards

 

Jannik

Missing variable in template documentation

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Hello,

 

Can you please help me, what is the variable to generate this part of the code:

 

          var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;

function init() {

canvas = document.getElementById("canvas");

anim_container = document.getElementById("animation_container");

dom_overlay_container = document.getElementById("dom_overlay_container");

 

 

Because $CREATE_LOADER variable doesnt create this few lines, it creates only 2 lines, which is the following:

var comp=AdobeAn.getComposition("88A0284D8D8DB446AC4E51582F1F3DAA");

var lib=comp.getLibrary();

 

Thank you in advance!

Peter

Need Help - HTML5 Banner for Sizmek

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Hi, I have animated an HTML5 banner using Adobe Animate CC but I'm not sure how to make it compatible for Sizmek platform.
Can anyone please help me in sharing the steps of making the HTML5 banner compatible for sizmek platform?

 

Thanks!

Error. Can't export/publish swf files to AE.

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Hi.

 

I have fully up to date CC. Mac Pro running 10.9.5

 

I can't export or publish .swf files from either Animate CC or Flash CS6 that can be read by After Effects CC.

 

Any and all variations of export or publishing tests result in the same (redacted here) error message upon import:


...may be in an unsupported format... (86 :: 1)

 

Have tried multiple deinstallations and reinstalls, run Limited Access Repair tool, Cleaner tool, etc. No change. CC reports no other errors.

 

These are from simple, minimal .fla projects with no scripting etc.

 

The one strange variable is that if I export a swf to the desktop it can be read. Any other location it reads as "unsupported". This is not viable for the job I'm doing. Also, other export formats not an option, has to be swf.

 

Any ideas what could create such a strange error as changes depending on file location, and how to fix?

 

(weirdly, I can open old legacy swf files that I think were made in CS4. These I can import from any location. The problem is limited to newly created swf files, regardless of source or settings)


Possible to change frame based on object location?

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Hi. If I am moving an object, any sort of object (let's say a drawn layer) using the left and right arrow keys, is it possible to jump to a specified frame based on where that object is? So let's say that I am moving it one frame at a time, can I write some sort of javascript or anything to say "once the object is in this quadrant jump to frame xx"? I want it to be like a video game scenario where users and make the character walk through a door and then have everything jump to a new frame when the character has crossed that threshold.

error code 1071 when creating swf file

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hello,

 

I am new to Animate CC, as this is a course I am taking in school, I am trying to create an swf file as a project for class, but I keep getting an error message,

 

Scene1'Layer 'anthony', Frame11   1071: syntax error: expected a definition keyword(such as function)after attribute picture, not of

 

can anyone please help, like I said I am new this, so will need walk through on how to fix

 

[Here is the list of all Adobe forums... https://forums.adobe.com/welcome]

[Moved from generic Cloud/Setup forum to the specific Program forum... Mod]

Help with Adobe Animate relating to in-betweening.

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Hi. I'm really, really new to Animate, so I need a bit of help. Basically my problem is that if I try to do in between animation (you know, drawing one character in one position, another in another, then filling in the gaps) I can't insert blank frames in between. This probably has a simple answer, but it's been dealing me a lot of frustration. Also, F5 seems to convert all of the already drawn frames into blank ones, and F6 does the same. I have tried to move the frames manually, but it seems that it just creates a duplicate of said frame to move.

HELP.

Canvas masking causes RangeError: Maximum call stack size exceeded

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Animate CC creates a new mask_graphics for every frame that a mask is tweened.

This creates a massive chain of method calls and a massive amount of bloat to the file size.

 

Below illustrates an ultra simple 10 frame tween on a mask. If this mask is extended out to 1000 frames it will crash IE. At 3000 frames it will crash Chrome. There has to be a better method of generating these masks.

 

A simple tween

 

    // Layer 1

 

    this.shape = new cjs.Shape();

    this.shape.graphics.f("rgba(0,0,255,0.659)").s().p("Aj5D6IAAnzIHzAAIAAHzg");

    this.shape.setTransform(25, 25);


    this.timeline.addTween(cjs.Tween.get(this.shape).wait(1));

 

becomes

 

 

// Layer 1 (mask)

 

var mask = new cjs.Shape();

mask._off = true;

var mask_graphics_0 = new cjs.Graphics().p("ATiLGIAAn0IH0AAIAAH0g");

var mask_graphics_1 = new cjs.Graphics().p("AQeMVIAAq0ILLAAIAAK0g");

var mask_graphics_2 = new cjs.Graphics().p("ANZNkIAAtzIOiAAIAANzg");

var mask_graphics_3 = new cjs.Graphics().p("AKVO0IAAw1IR5AAIAAQ1g");

var mask_graphics_4 = new cjs.Graphics().p("AHRQDIAAz1IVQAAIAAT1g");

var mask_graphics_5 = new cjs.Graphics().p("AEMRSIAA21IYnAAIAAW1g");

var mask_graphics_6 = new cjs.Graphics().p("ABIShIAA51Ib+AAIAAZ1g");

var mask_graphics_7 = new cjs.Graphics().p("Ah7TwIAA81IfUAAIAAc1g");

var mask_graphics_8 = new cjs.Graphics().p("AlEU8IAA/3MAirAAAIAAf3g");


this.timeline.addTween(cjs.Tween.get(mask)

.to({graphics:mask_graphics_0,x:175,y:71}).wait(1)

.to({graphics:mask_graphics_1,x:176.9,y:78.9}).wait(1)

.to({graphics:mask_graphics_2,x:178.7,y:86.8}).wait(1)

.to({graphics:mask_graphics_3,x:180.6,y:94.8}).wait(1)

.to({graphics:mask_graphics_4,x:182.5,y:102.7}).wait(1)

.to({graphics:mask_graphics_5,x:184.3,y:110.6}).wait(1)

.to({graphics:mask_graphics_6,x:186.2,y:118.5}).wait(1)

.to({graphics:mask_graphics_7,x:188.1,y:126.4}).wait(1)

.to({graphics:mask_graphics_8,x:189.5,y:134}).wait(1));

Probmème de tablette graphique sur animate cc18 et photoshop cs6

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     Bonjour,

J'ai installé une version portable de photoshop et de flash et le problème est le suivant: ma tablette graphique (huion H610pro) marche très bien depuis toujours, cette semaine j'ai installé flash et une version de photoshop (cs6) et ma tablette ne marche pas quand je suis sur les fenêtres de ces logiciels. Pourtant le voyant vert s'allume quand j'appuie avec mon stylo. Quelqu'un aurait-il une solution? Merci

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