Animate Reference PDF
Animate Reference PDF
Legal notices
Legal notices
For legal notices, see http://help.adobe.com/en_US/legalnotices/index.html.
Contents
Chapter 1: Introduction to Animate CC
New features summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Visual Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Work with Multiple File Types in Animate CC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
System requirements | Animate CC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Feature summary | Animate CC | 2015.x releases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Features summary | 2016 and early 2017 releases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Chapter 5: Platforms
Custom Platform Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 459
Create and publish HTML5 Canvas documents in Animate CC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 460
Creating and publishing a WebGL document . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 478
How to package applications for AIR for iOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 483
Publishing AIR for Android applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 489
Publishing for Adobe AIR for desktop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 494
Best practices - Organizing ActionScript in an application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 501
How to use ActionScript with Animate CC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 502
Best practices - Accessibility guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 512
Accessibility in the Animate workspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 516
Writing and managing scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 518
Enabling Support for Custom Platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 529
Enabling Support for Custom Platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 533
Custom Platform Support API Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538
Creating accessible content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539
Debugging ActionScript 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 550
Enabling Support for Custom Platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554
For a summary of features introduced in earlier releases of Animate CC, see Features summary | 2016 and early 2017
releases .
Timeline enhancements
Enhanced in the October 2017 release
The timeline in Animate now has many enhancements that make it easier to use for designers and Animators. Timeline
is modernized with the following enhancements:
• Display time along with the frame numbers
• Extend or reduce time for a selected frame span
• Scale frame span with frames per second (fps)
• Convert blank spans to 1s, 2s, or 3s
• Pan through animation on stage
For more information, see How to use the timeline in Animate.
In this release, Show Parameters button is added in the components Property inspector dialog box. You can open the
component parameters panel using this Show Parameters button.
For more information, see Using the component parameters panelUsing the component parameters panel
Visual Glossary
Time
Layers
Elements
Tweens
Animate updates the FLA file, re-exports it as a SWF file, closes, and then returns the focus to the Dreamweaver
document.
Note: To update the SWF file and keep Animate open, in Animate select File > Update for Dreamweaver.
5 To view the updated file in the document, click Play in the Dreamweaver Property inspector or press F12 to preview
your page in a browser window.
1 Start Animate.
2 On the main Animate screen, select Create New > Animate File (Mobile).
3 In Device Central, select a Player version and ActionScript version.
4 Select a content type.
5 In the Available Devices list, select a single target device or multiple devices (or select a set or individual device in
the Device Sets list).
6 Click Create.
7 Add content to the new Animate document.
8 To test the document, select Control > Test.
IPTC Displays editable metadata. You can add captions to your files, as well as copyright information. IPTC Core is a
specification that was approved by the IPTC (International Press Telecommunications Council) in October 2004. It
differs from the older IPTC (IIM, legacy) in that new properties were added, some property names were changed, and
some properties were deleted.
Camera Data (Exif) Displays information assigned by digital cameras, including the camera settings used when the
image was taken.
Video Data Displays metadata for video files, including pixel aspect ratio, scene, and shot.
Audio Data Displays metadata for audio files, including artist, album, track number, and genre.
Mobile SWF Lists information about SWF files, including title, author, description, and copyright.
Note: The History Log preference must be turned on in Photoshop for the log to be saved with the file’s metadata.
Version Cue Lists any Version Cue file-version information.
DICOM Displays information about images saved in the Digital Imaging and Communications in Medicine (DICOM)
format.
To add metadata:
1 Choose File > File Info.
2 In the File Info dialog box that appears, enter the metadata that you want to include. You can add or remove
metadata in the FLA file at any time.
Fit On One Page Reduces or enlarges each frame so it fills the print area of the page.
Storyboard Prints several thumbnails on one page. Select from Boxes, Grid, or Blank. Enter the number of
thumbnails per page in the Frames box. Set the space between the thumbnails in the Frame Margin box, and select
Label Frames to print the frame label as a thumbnail.
5 To print frames, select File > Print.
• To maintain a different background color for non-printing frames, repeat steps 2 and 3. Then place the shape on
the lowest layer of the Timeline, in all the frames that are not designated to print.
Windows
• Intel Pentium 4 or Intel Centrino, Intel Xeon, or Intel Core Duo (or compatible) processor
• Microsoft Windows 7 (64 bit), Windows 8.1 (64 bit), or Windows 10 (64 bit)
• 2 GB of RAM (8 GB recommended)
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on
removable flash storage devices)
• 1024x900 display (1280x1024 recommended)
• Internet connection and registration are necessary for required software activation, validation of subscriptions, and
access to online services.*
Mac OS
• Multicore Intel processor
Language Versions
Animate CC 2017 is available in the following languages:
Deutsch
English
Español
Français
Italiano
Nederlands
Polish
Português (Brasil)
Svenska
Turkish
čeština
Русский
???
????*
????*
???*
*Available for Windows only.
Windows
• Intel Pentium 4 or Intel Centrino, Intel Xeon, or Intel Core Duo (or compatible) processor
• Microsoft Windows 7 (64 bit), Windows 8.1 (64 bit), or Windows 10 (64 bit)
• 2 GB of RAM (8 GB recommended)
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on
removable flash storage devices)
• 1024x900 display (1280x1024 recommended)
• Internet connection and registration are necessary for required software activation, validation of subscriptions, and
access to online services.*
Mac OS
• Multicore Intel processor
• Mac OS X v10.10 (64 bit), v10.11 (64 bit), or v10.12 (64 bit)
• 2 GB of RAM (8 GB recommended)
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on a
volume that uses a case-sensitive file system or on removable flash storage devices)
• 1024x900 display (1280x1024 recommended)
• QuickTime 10.x software recommended
• Internet connection and registration are necessary for required software activation, validation of subscriptions, and
access to online services.*
* NOTICE: Internet connection, Adobe ID, and acceptance of license agreement is required to activate and use this
product. This product can integrate with or allow access to certain Adobe or third-party hosted online services. Adobe
services are available only to users 13 and older. It requires agreement to more terms of use and the Adobe Privacy
Policy. Applications and services cannot be available in all countries or languages. It can be subject to change or
discontinuation without notice. Extra fees or membership charges can apply.
Language Versions
Animate CC 2017 is available in the following languages:
Deutsch
English
Español
Français
Italiano
Nederlands
Polish
Português (Brasil)
Svenska
Turkish
čeština
Русский
???
????*
????*
???*
*Available for Windows only.
Windows
• Intel Pentium 4 or Intel Centrino, Intel Xeon, or Intel Core Duo (or compatible) processor
• Microsoft Windows 7 (64 bit), Windows 8 (64 bit), Windows 8.1 (64 bit), or Windows 10 (64 bit)
• 2 GB of RAM (4 GB recommended)
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on
removable flash storage devices)
• 1024x900 display (1280x1024 recommended)
• QuickTime 7.7.x software recommended
• Internet connection and registration are necessary for required software activation, validation of subscriptions, and
access to online services.*
Mac OS
• Multicore Intel processor
• Mac OS X v10.9 (64 bit), v10.10 (64 bit), or v10.11 (64 bit)
• 2 GB of RAM (4 GB recommended)
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on a
volume that uses a case-sensitive file system or on removable flash storage devices)
• 1024x900 display (1280x1024 recommended)
• QuickTime 10.x software recommended
• Internet connection and registration are necessary for required software activation, validation of subscriptions, and
access to online services.*
* NOTICE: Internet connection, Adobe ID, and acceptance of license agreement required to activate and use this
product. This product can integrate with or allow access to certain Adobe or third-party hosted online services. Adobe
services are available only to users 13 and older. It requires agreement to more terms of use and the Adobe Privacy
Policy. Applications and services cannot be available in all countries or languages. It can be subject to change or
discontinuation without notice. Extra fees or membership charges can apply.
Language Versions
Animate CC 2015.2 is available in the following languages:
Deutsch
English
Español
Français
Italiano
Nederlands
Polish
Português (Brasil)
Svenska
Turkish
čeština
Русский
???
????*
????*
???*
*Available for Windows only.
Windows
• Intel Pentium 4 or Intel Centrino, Intel Xeon, Intel Core Duo (or compatible), or AMD Athlon® 64 processor (2 GHz
or faster) processor
• Microsoft Windows 7 (64 bit) with Service Pack 1, Windows 8 (64 bit), or Windows 8.1 (64 bit)
• 2 GB of RAM (4 GB recommended)
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on
removable flash storage devices)
• 1024 x 900 display (1280 x 1024 recommended)
• QuickTime 7.7.x software recommended
• Internet connection and registration are necessary for required software activation, validation of subscriptions, and
access to online services.*
Mac OS
• Multicore Intel processor with 64-bit support
• Mac OS X v10.7 (64 bit) v10.8 (64 bit), v10.9 (64 bit), or v10.10
• 2 GB of RAM (4 GB recommended)
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on
removable flash storage devices)
Language versions
Flash Professional CC 2014 is available in the following languages:
Deutsch
English
Español
Français
Italiano
Nederlands
Polish
Português (Brasil)
Svenska
Turkish
čeština
Русский
???
????*
????*
???*
* Available for Windows only.
Windows
• Intel® Pentium® 4, Intel Centrino®, Intel Xeon®, or Intel Core™ Duo (or compatible) processor
• Microsoft® Windows® 7(64 bit) with Service Pack 1, or Windows 8 (64 bit) or Windows 8.1 (64 bit)
• 4 GB of RAM
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on
removable flash storage devices)
• 1024 x 768 display (1280 x 800 recommended)
• QuickTime 10.x software recommended
• Internet connection and registration are necessary for required software activation, membership validation, and
access to online services.*
Mac OS
• Multicore Intel processor
• Mac OS X v10.7 (64 bit) or v10.8 (64 bit) or v10.9 (64 bit)
• 4 GB of RAM
• 4 GB of available hard-disk space for installation; more free space required during installation (cannot install on a
volume that uses a case-sensitive file system or on removable flash storage devices)
• 1024 x 768 display (1280 x 800 recommended)
• QuickTime 10.x software recommended
• Internet connection and registration are necessary for required software activation, membership validation, and
access to online services.*
* This product can integrate with or allow access to certain Adobe or third-party hosted online services. Adobe online
services, including the Adobe® Creative Cloud™ service, are available only to users 13 and older. It requires agreement
to more terms and Adobe's online privacy policy. The applications and online services are not available in all countries
or languages. It can require user registration, and can be subject to change or discontinuation without notice. Extra fees
or membership charges can apply.
Adobe Animate CC lets you create vector animations, advertisements, multimedia content, immersive experiences,
applications, games, and more, in a timeline-based authoring environment. Animate offers native support for
multiple outputs such as HTML5 Canvas and WebGL, and is extensible to support custom formats such as SnapSVG.
Animate’s flexibility with output formats ensure that your content can be viewed anywhere, without the need for
plug-ins.
Animate also offers best in class drawing and illustration tools and powerful integration with Adobe CreativeSync.
As Animate CC is part of Adobe Creative Cloud, you get access to all the latest updates and future releases the
moment they’re available.
Google fonts
• Pattern brushes
• Frame picker
• Layer transparency
Pattern brushes
New in Animate CC 2015.2 | June 2016
Learn how to use Pattern brushes to paint a vector pattern along the path or stretch to its entire length. Use the
integrated global library within Animate to use Art and Pattern brushes. In addition to the default brush presets, you
can import new Pattern Brushes to your Animate document using the CC Libraries.
Pattern Brushes
For more information on this new feature, see the Pattern brushes.
Frame picker
New in Animate CC 2015.2 | June 2016
Use frame picker to visually preview and choose the first frame for a graphic symbol. In previous releases, you could
not preview the frames without getting within the symbol. This feature enhances the user experience for animation
workflows such as Lip Syncing.
Frame Picker
Layer transparency
New in Animate CC 2015.2 | June 2016
Animate introduces the capability to set the visibility of the layer to transparent. To do so, Shift+Click the eye column
in the timeline to set the visibility to transparent.
Layer transparency
For more information on this new feature, see Embed JavaScript into HTML
Canvas Transparency
For more information on this new feature, see Support for transparent background.
Responsive scaling
New in Animate CC 2015.2 | June 2016
Want to create a responsive animation? Learn how Animate resizes the published output based on various form factors
to deliver a responsive, sharper, and a crisper HiDPI compliant output.
Responsive Scaling
JSAPI support to import and export HTML templates for canvas documents
New in Animate CC 2015.2 | June 2016
Use new JSAPIs that support import and export of HTML templates for canvas documents.
For more information on this new feature, see JSAPI support.
For more information on this new feature, see Publish canvas assets to root folder.
Center stage
New in Animate CC 2015.2 | June 2016
Improve your user experience by using the various alignment options to display the canvas in the center of the browser
window. Select options to center the stage horizontally, vertically or both.
Center Stage
Other enhancements
Pinscript
Enhanced in Adobe Animate CC 2015.2 | June 2016
Use the Pin Script feature to pin tabs of individual scripts in the Actionscript pane and move them accordingly. This
feature is useful if you have not organized the code within your FLA file into one central location or if you are using
multiple scripts. You can pin a script to retain the open location of the code in the Actions panel and toggle between
the open scripts.
Pin Script
For more information on this enhanced feature, refer Overview of the Actions panel
For more information on this enhanced feature, see Advanced PSD import options.
For more information on this enhanced feature, see Advanced AI import options.
Animate introduces enhanced performance and experience when using paint brush strokes. Paint brush performance
enhancements are applicable for transform operations on paint brush strokes such as scale/translate/rotate in addition
to zoom/pan of stage.
For a summary of features introduced in earlier releases of Animate CC, see Feature summary | Animate CC | 2015
releases.
For more information, see Working with and create symbol instances in Animate CCWorking with symbols in Animate
CC
Pasteboard color
Enhanced in Animate CC (January 2017)
In previous Animate releases, the Pasteboard colors were fixed based on the User Interface theme. From this release
onwards, you can have the pasteboard same as Stage color to provide you an infinite canvas to work with. For more
information, see Use the Stage and Tools panel for Animate.
Apply to pasteboard
Previously, you relied on third-party extensions of varying quality and compatibility or modified your animations to
mimic a camera movement. From this release onward, you can use the following features that are integral to any motion
film:
• Panning with the subject of the frame
• Zooming on the object of interest for dramatic effect
• Zooming out of a frame to remind the viewer of a larger picture
• Modifying the focal point to shift attention of the viewer from one subject to another
• Rotating the camera
• Applying color effects using color tint or filters
Camera workspace
A Stage outline B Camera icon C Camera properties D Camera color effects E Camera tool F Camera icon G Camera layer
For more information on this new feature, see Using camera . To view a video tutorial on this feature, see Using the
Virtual Camera in Animate CC .
For more information on this new feature, see Creating and managing Paint brushes
Export image
Publish layers
Other enhancements
Stage enhancements
Enhanced in Animate CC (November 2016)
This release introduces the following stage enhancements:
• Clip the content outside the stage: Crops the content flowing outside the stage.
• Stage outline: Creates a stage outline and indicates the stage boundary.
Stage enhancements
A Clip the content outside the stage B Default stage outline
See also
Using property keyframes
Creating and applying motion presets
Motion tween and ActionScript 3.0
Creating a motion tween animation
Editing the motion path of a tween animation
Manipulating motion tweens
Shape tweening
In shape tweening, you draw a vector shape at one specific frame in the Timeline. And, change that shape or draw
another shape at another specific frame. Animate then interpolates the intermediate shapes for the frames in between,
creating the animation of one shape morphing into another.
Animate allows you to add shape tweens to uniform solid strokes and non-uniform fancy strokes. You can also add
shape tweens to strokes enhanced using the variable width tool. Experiment with the shapes you want to use to
determine the results. You can use shape hints to tell Animate which points on the beginning shape correspond to
specific points on the end shape.
You can also tween the position and color of shapes within a shape tween.
To apply shape tweening to groups, instances, or bitmap images, break these elements apart. To apply shape tweening
to text, break the text apart twice to convert the text to objects. See Break apart a symbol instance.
Tweening properties
3 Select the ease preset of your choice from the ease type pop-up dialog. Double-click the preset type to apply.
If you choose to apply classic ease, you can also increase or decrease the intensity of ease by moving the slider.
Custom Ease graph showing constant velocity. Open this dialog by selecting a frame in a shape tween and clicking the Edit button in the Ease
section of the Property inspector.
You can save a custom ease and reuse it by choosing your customized ease from the Custom list. Click the Save and
Apply button in edit mode after making the changes. In the following screenshot, you can find the customized ease
preset with the name MyEase1.
You can use the preset eases across multiple spans in the timeline by selecting the corresponding spans and applying
the ease.
Shape hints contain letters (a through z) for identifying which points correspond in the starting and ending shapes. You
can use up to 26 shape hints.
Shape hints are yellow in a starting keyframe, green in an ending keyframe, and red when not on a curve.
For best results when tweening shapes, follow these guidelines:
• In complex shape tweening, create intermediate shapes and tween them instead of just defining a starting and
ending shape.
• Make sure that shape hints are logical. For example, if you are using three shape hints for a triangle, they must be in
the same order on the original triangle and tween triangle. The order cannot be a,b,c in the first keyframe and a,c,b
in the second.
• Shape hints work best if you place them in counterclockwise order beginning at the upper-left corner of the shape.
A line stroke drawn using the Line tool on Stage with Stroke value set to two pixels.
2 Use the Variable Width tool to add width at the middle of the stroke (see below figure). For information on using
variable width tool, see Enhancing strokes using Variable Width Tool .
Variable Width Stroke created using the Variable Width Tool with Stroke value set to 68.0 pixels.
3 Select another frame on the timeline, for example frame 30, and create the final shape of the stroke for your tween.
4 Right-click any frame between 1 to 30, and select Create Shape Tween.
A line stroke drawn using the line tool on stage with stroke value set to two pixels.
2 On the Property inspector, select and apply a width profile from the Width drop-down.
Variable Width Stroke created using the Variable Width Tool with Stroke value set to 68.0 pixels.
3 Select another frame on the timeline, for example frame 30, and select a desired width profile from the width drop-
down on Property inspector.
4 To add shape tween to the selected width profiles, right-click on any frame between 1 to 30, and select Create Shape
Tween.
Animate CC checks the following folders for any custom HTML5 Components and loads them on launch:
• Windows: <AppData>/Local/Adobe/Adobe Animate CC 2017/en_US/Configuration/HTML5Components
• MAC:
Component Metadata
The metadata of the Component is captured in a file called components.js which is placed inside a separate folder
within HTML5Components directory.
Components.js
Components.js is a JSON file that contains the following sections:
• Category: Name in the Components Panel for this set of components and can be localized.
• Components: Array where each entry contains the metadata about a component. The above sample has only one
element in the array. The metadata has following sections:
Component Source
Each component should have a source file associated which provides code to handle the following:
• Creation of component instance at runtime with configured set of property values
• Attaching and Detaching to the DOM.
• Property updates in every frame
A base class is provided and a utility function in the file anwidget.js for easier development of custom components.
This interface will be enhanced in future but will be backward compatible. Currently only DOM- based components
are supported; however support for canvas based components will be extended. Currently only widgets are supported;
however, the framework will be enhanced to support attaching behaviors (non-ui components).
The file anwidget.js is present under HTML5Components/sdk folder in your first run folder. It provides a base class
AnWidgetfor custom components and a utility method $.anwidget(<className>,{Object Prototype}) for registering a
custom component. The current implementation uses jQuery, so jQuery is always added as a dependency whenever
you use the services provided by a widget. However, if you do not want to add an implicit dependency on jQuery, then
you may need to implement a Component class without jQuery which provides the same interface as a Widget.
HTML template
The html contains these sections (excluding the preloader div) by default:
Do note that the previous figure illustrates the order in which the elements are added in the DOM. Thus the
dom_overlay_container div is shown above the canvas.
Note: Do not change the ID of the dom_overlay_container div as in our first release, there are a couple of features which
depend on this ID like code snippets.
As shown in the previous illustration, the dom_overlay_container div is shown on top of the canvas as an overlay. To
make sure that the mouse events are propagated properly to the underlying canvas too, we use the CSS property
{pointer-events: none} for this div so that mouse events are propagated to the underlying canvas. All the component
instances which are configured in Animate CC in your project are instantiated and attached as a child of this
dom_overlay_container div. The relative ordering of the component instances are maintained at runtime, but
currently all the component instances are always shown as an overlay. We set {pointer-events: all} for all the
component instances at runtime so that they also receive the mouse events.
Component lifecycle
Component lifecycle
1 The component instance is created when the DOM is being constructed for the container.
2 The instance is then attached to the DOM when the playhead reaches the frame where the component instance is
used. It then attaches an update handler which is called on every tick at runtime. The component also fires an event
‘attached’ at this time with the following event data {id: id_of_the_instance} on the parent element.
3 The Properties are updated in every update callback. All the property updates are cached and applied once during
a tick handler. Currently custom property tweens are not supported. Only the basic properties such as transform
and visibility are updated.
4 When the playhead reaches a frame where component instance is removed, we detach it from the DOM. A
‘detached’ event is fired this time on the parent element.
The base class is called $.AnWidget and provides the following overrides:
this._element = $(this.getCreateElement())
$(parent).append(this._element);
this._$this = $(this._element);
this.update(true);
this._attached = true;
$(parent).trigger("attached",
this.getEventData("attached"))
this._$this.remove();
$(parent).trigger("detached",
this.getEventData("detached"));
Localization
The category string, component display name and property name can be localized. Create a file called strings.json in
a folder with the name locale under the components folder. Provide the key-value pairs for all the strings to be localized
and use the key in the components.js. For other locales, you need to provide the strings in the corresponding folders
under the locale folder.
.json string
Prerequisites
• Any component created by a developer. Click here for instructions on creating components.
• CC Extensions signing toolkit. Download the toolkit here
Before packaging your component, create an MXI file with the metadata of source and destination path of components.
For example,
This source and destination file information is required to enable extensions utility for accurate installation of your
component.
Packaging components
To package the HTML5 custom components, perform the following steps:
1 To create an MXI file, enter the content similar to the sample abc.mxi file using a text editor and save it with
an MXI extension.
2 Add your MXI component file and other associated files in a folder.
3 Create a ZXP extension zip file by using the CC Extensions signing tool (ZXPSignCmd.exe). Use the following
commands in ZXP Sign Command tool to create a ZXP file:
1. Create a self-signed certificate by using the -selfSignedCert option.
You can skip this step if you already have a certificate.
projectName is the name of the Extension Project. In the current folder, a file with the name projectName.zxp is
generated.
Distribute components
You can distribute this projectName.zxp packaged component file to any of the Animate users.
Note: Adobe recommends that you distribute your products through the Adobe Add-ons website. You can distribute add-
ons publicly (free or paid) or privately (free to named users). Learn more about sharing products privately.
Note: Like most things in Animate, animation does not require any ActionScript. However, you can create animation with
ActionScript if you choose.
Creating keyframes
? Do one of the following:
• Select a frame in the Timeline, and select Insert > Timeline > Keyframe.
• Right-click (Windows) or Control-click (Macintosh) a frame in the Timeline and select Insert Keyframe.
• To copy a keyframe or frame sequence by dragging, select it and Alt-drag (Windows) or Option-drag (Macintosh)
to the new location.
• To change the length of a tweened sequence, drag the beginning or ending keyframe left or right.
• To add a library item to the current keyframe, drag the item from the Library panel onto the Stage.
• To reverse an animation sequence, select the appropriate frames in one or more layers and select Modify >
Timeline > Reverse Frames. Keyframes must be at the beginning and end of the sequence.
6 To tween the size of the selected item, select scale in the tweening section of the Property inspector. As a prerequisite,
you modify the size of the item in step 4.
7 To produce a more realistic sense of motion, apply easing to the classic tween. To apply easing to a classic tween, use
the Ease field in the Tweening section of the Property inspector. Use the Custom Ease dialog box to more precisely
control the speed of the classic tween.
To adjust the rate of change between tweened frames, drag the value in the Easing field or enter a value.
• To begin the classic tween slowly and accelerate the tween toward the end of the animation, enter a negative value
between -1 and -100.
• To begin the classic tween rapidly and decelerate the tween toward the end of the animation, enter a positive
value from 1 through 100.
• To produce a more complex change in speed within the tween’s frame span, click the Edit button next to the Ease
field. It opens the Custom Ease dialog box.
By default, the rate of change between tweened frames is constant. Easing creates a more natural appearance of
acceleration or deceleration by gradually adjusting the rate of change.
8 To rotate the selected item during the tween, select an option from the Rotate menu in the Property inspector:
• To prevent rotation, select None (the default setting).
• To rotate the object once in the direction requiring the least motion, select Auto.
• To rotate the object as indicated, and then enter a number to specify the number of rotations, select Clockwise
(CW) or Counterclockwise (CCW).
Note: The rotation in step 8 is in addition to any rotation you applied to the ending frame in step 4.
9 If you’re using a motion path, select Orient To Path in the Property inspector to orient the baseline of the tweened
element to the motion path.
10 To sync up the animation of graphic symbol instances with the main timeline, select the Sync option in the Property
inspector.
Note: Synchronize Symbols and the sync option both recalculate the number of frames in a tween to match the number
of frames allotted to it. Use the Sync option if the frames in an animation sequence are not an even multiple of the
number of frames in the graphic instance.
11 If you’re using a motion path, select Snap to attach the tweened element to the motion path by its registration point.
The Motion properties are copied to the clipboard as XML data. You can then use any text editor to work on the XML
file.
In this example, two objects on separate layers are attached to the same motion path.
A motion guide layer above the layer containing the classic tween.
3 To add a path to the motion guide layer, select the motion guide layer and use Pen, Pencil, Line, Circle, Rectangle,
or Brush tool.
You can also paste a stroke onto the motion guide layer.
4 Drag the object you are tweening, to snap it to the beginning of first frame or to the end of the last frame.
Note: For best snapping results, drag the symbol by its transformation point.
5 To hide the motion guide layer and the path click in the eye icon column on the motion guide layer. If you hide, only
the object’s movement is visible while you work.
The group or symbol follows the motion path when you play the animation.
To know more about animation guide based on variable width stroke and variable stroke color, see Animation Guide
• Select Modify > Timeline > Layer Properties, and select Normal as the layer type.
Horizontal Scale The ratio between the current size of the object and its natural size in the horizontal direction (X).
Vertical Scale Specifies the ratio between the current size of the object and its natural size in the vertical direction
(Y).
Rotation And Skew The rotation and skew of the object. These properties must be jointly applied to an object. Skew
is a measurement of rotation in degrees, and when you rotate and skew, each property affects the other.
Color All color values such as Tint, Brightness, and Alpha are applied to the object.
Filters All filter values and changes for the selected span. If filters are applied to an object, the filter is pasted with
all values intact. And, its state (enabled or disabled) applies to the new object.
Blend Mode Applies the blend mode of the object.
Override Target Scale Properties When deselected, specifies that all properties be pasted relative to the target
object. When checked, this option overrides the scale properties of the target.
Override Target Rotation And Skew Properties When deselected, it specifies that all properties be pasted relative to
the target object. When checked, the pasted properties override the existing rotation and scale properties of the
object.
The necessary frames, tween, and symbol information are inserted to match the original, copied tween.
To copy a symbol’s classic tween to the Actions panel or use it in another project as ActionScript, use the Copy
Motion as ActionScript 3.0 command.
2 To open tweening properties, click the Tweening category in the property panel. You can access the property-wise
easing using the ease type drop-down.
Tweening properties
You can apply ease presets property-wise for classic tweens. In properties panel, an option to choose property-wise
easing is provided. You can select Each properties separately to apply different easing presets for each property.
property-wise presets
You can select unique ease presets for position, rotation, scale, color and filter properties of a classic tween.
Position Specifies ease settings for the position of an animated object on stage.
Rotation Specifies ease settings for the rotation of an animated object on stage.
Scale Specifies ease settings for the scale of an animated object on stage.
Color Specifies ease settings for the color transitions applied to an animated object on stage.
Filters Specifies ease settings for filters applied to an animated object on stage.
3 Alternatively, if you want to have same easing across all properties of the tween, choose All properties
together option. Select the ease preset of your choice from the ease type pop-up dialog box and double-click ease
preset to apply.
If you choose to apply classic ease, you can also increase or decrease the intensity of ease by moving the slider.
Custom Ease graph showing constant velocity. Open this dialog by selecting a frame in a classic tween and clicking the Edit button in the Ease
section of the Property inspector.
You can use the preset eases across multiple spans in the timeline by selecting the corresponding spans and applying
the ease.
Save and Apply Saves and applies the changes you have done for the easing presets.
Reset button Lets you reset the velocity curve to the default, linear state.
Position of the selected control point In the lower-right corner of the dialog box, a numeric value displays the
keyframe and position of the selected control point. If no control point is selected, no value appears.
To add a control point to the line, click the diagonal line once. To achieve a precise degree of control over the motion
of an object, drag the positions of the control points.
Using frame indicators (represented by square handles), click where you want an object to slow down or speed up.
Clicking the square handle of a control point selects that control point, and displays the tangent points on either side
of it. Hollow circles represent tangent points. To position them, drag the control point or its tangent points with the
mouse or use the keyboard’s arrow keys.
Tip: By default, the control points snap to a grid. You can turn off snapping by pressing the X key while dragging the
control point.
Clicking an area of the curve away from any control points adds a control point to the curve at that point. This action
does not change the shape of the curve. Clicking away from the curve and control points deselects the currently selected
control point.
Overview
Adobe Animate CC documents divide lengths of time into frames similar to films. Frames are at the core of any
animation, dictating each segment of time and movement. The total number of frames in your movie, and the speed at
which they are played back, together determine your movie's overall length. A brief description of some of the concepts
on frames is explained below for your reference.
Frames
In the timeline, you work with the frames to organize and control the content of your document. You place frames in
the timeline in the order you want the objects in the frames to appear in your finished content.
Keyframe
A keyframe is a frame where a new symbol instance appears in the timeline. A keyframe can also be a frame that
includes ActionScript® code to control some aspect of your document. You can also add a blank keyframe to the
timeline as a placeholder for symbols you plan to add later or to explicitly leave the frame blank.
Using keyframe you can set a position, add anchor points, actions, comments and so on.
Span
Span-based frame selection allows you to select a range of frames between two keyframes with a single click.
Static frame span
In static frame span, same content is available for entire duration of span. You can use this type of span whenever you
need to display graphics for fixed amount of time.
Tweened frame span
In tweened frame span, the content changes within the span for each frame. You can use this type of span for
animations.
• To create a blank keyframe, select Insert > Timeline > Blank Keyframe, or right-click (Windows) or Control-click
(Macintosh) the frame where you want to place the keyframe, and select Insert Blank Keyframe from the context
menu.
3 As a best practice, create a separate layer for all labels in the frame.
Distribute to keyframes
Distribute to keyframes option allows you to distribute multiple objects (Symbols and Bitmaps) on the stage to
individual kyframes each.
1 Select multiple objects of any layer on the stage.
2 Right-click anywhere on stage, and select Distribute to KeyFrames.
Delete keyframe
Select the keyframe and select Edit > Timeline > Clear Keyframe, or right-click (Windows) or Control-click
(Macintosh) the keyframe and select Clear Keyframe from the context menu.
In each keyframe of the timeline, you can view a thumbnail preview of the items in the keyframe.
Please note that the handler is attached to the parent (dom_overlay_container) with the filter set for the component
instance. This is important as the component instance may not be present when you are trying to attach the handler.
This ensures that the event handlers are fired properly.
You can similarly provide the event handlers for your custom components.
2 Code snippet to get value from any input control
console.log($("#instance_name_here").val());
c. Restart Animate.
You should now see a new category called “My Components” in components folder and a new component called My
Image under it. You can drag-and-drop this on stage, set the image source property and publish the movie to see the
custom component in action.
Components.js
Please note that the category is set to CATEGORY_MY_COMPONENTS. The names for each of the properties are also
using similar keys. This is the key for the localized string for the category name. If you open strings.json from the locale
folder, you will see the following entries.
Note: The most common error while editing this file is having an unnecessary trailing comma for the last element in the
array.
Category details
The value of the icon field is set to Sp_Image_Sm. If you go to the assets folder you will notice the following two pngs
under it with the prefix Sp_Image_Sm.
The folder named jquery-ui-1.12.0 is the source for the jQuery UI framework which contains the original DatePicker
widget and its resources like images and css to wrap and use in Animate CC like any other HTML5 Component. This
is required only for local preview, when you use “hosted libraries” in Publish settings, you have the option to use the
cdn to download the dependent sources.
Components.js
There are two default dependencies, jQuery and anwidget.js. Since anwidget.js is not on the CDN, we do not have any
CDN entry for the same.
The next set of entries are for the other resources required for loading the datepicker widget from jquery ui. If you are
wrapping any widget from any other library, you can similarly specify the set of dependencies for the same. These
dependencies are downloaded before the component is initialized.
In the properties section, we have only exposed one property called label, which is bound to the label property for the
date-picker component. Similarly, we can expose the other properties too, whichever we want the user to be able to
configure in Animate’s authoring environment. At runtime, each of these will be available as a key-value pair in the
options array for the instance. We can extract the configured value and apply that at runtime.
2 attach:
We need to override this function for this widget. This API is called whenever the element is being attached to the
DOM. However, because of the way the underlying runtime (in this case createjs) works, this API may be called
multiple times during a frame span.
We remember the attached state of the underlying element and then call the base class’s attach API (using
this._superApply(arguments)). If this is the first time we are attaching the element to the parent DOM then we use
the underlying jQuery-UI widget’s call to convert our component’s DOM to a datepicker. See -
https://jqueryui.com/datepicker/
Most of the javascript widgets work in a similar fashion. You can use the same technique to wrap any component of
your choice and bring it into Animate CC in the same manner.
3 Update: We override update and apply the css properties to the container div and attributes to the real DOM
element.
Note: When you override APIs like attach, detach or update, evaluate the base class’s default implementation and call
the base implementation at appropriate time otherwise the component initialization may fail.
Default Components
3 Select Components > Video. Drag-and-drop the associated components to the canvas.
4 Select the Video Component Instance on Stage and view and modify parameters in the Property inspector. The
Source parameter allows us to select video file from a local location or provide any URL to play the video (mp4, ogg,
ogv, or webm formats).
5 Select “match source dimensions” to resize the video player to match the input video dimensions. This feature only
works for mp4 videos. For other video types, manually resize the video instance on stage to ensure that the
aspect ratio remains the same.
6 Press Ctrl + enter (cmd + enter on MAC) to preview the movie. The video plays in your default browser. Since the
controls are visible by default, you can view the controls when you hover over the video in a browser.
You can use the same procedure to use other components.
4 Based on the component you have selected, double-click the corresponding code snippet to display the snippet in
the Actions panel. For information on adding interactivity to code snippets, see Add interactivity with code snippets
in Animate CC .
Example
Use the following example to learn how to use code snippets where the playback of the video is controlled through code.
1 Select the video instance on stage and disable the AutoPlay setting in the Property inspector.
2 Double click the Button component twice in the Components panel to create two instances on stage and place the
buttons. You can also drag-and-drop them directly from the components panel on stage.
3 Select the first button instance and change the label to Play in the PI and the second button to Pause.
4 Open the Code Snippets Panel by clicking Window > Code Snippets. Navigate to HTML5 Canvas > Components
and expand the User Interface Section.
5 Select the Play button on stage, double-click on the Button Click Event in Code Snippets Panel, and click
Ok. Animate CC assigns an instance name to the selected button. You can view the newly added code in the Actions
panel.
6 Select the Video on stage and expand the Video section in Code snippets. Double-click Play a Video. The code
required to play the video is added to the Actions panel.
7 To play the video when the button is clicked, move the code between <Start your custom code> and <End your
custom code> section.
8 To add a code to pause the video, select the pause button, assign the new button click handler and add the pause
video code.
9 Preview the movie. Click the play button to play the video and click on the Pause button to pause the video.
Note: You can view the className attribute for each component in the Property Inspector. Use these class names to skin the
components using a CSS. Use the CSS component to load your custom CSS. The CSS component allows you to select any
local CSS file included in the movie.
Prerequisite
Manage extensions utility. For download instructions, click Help > Manage Extensions in your Animate CC product.
Installing components
To install distributed components, you can perform the following steps:
1 Double-click the ManageExtensions.exe file. The Manage Extensions dialog appears.
2 Click Install an extension and select the extension (.zxp file) that you want to install.
3 To view the installed component in Animate CC, click Window > Component. Components pop-up dialog
appears.
4 Click hamburger icon at upper-right corner and click Reload Components.
Micro bar 88 x 31
Button 1 120 x 90
Button 2 120 x 60
Leaderboard 728 x 90
When you create a FLA file from a template (Select File > New, and click the Templates tab), you see many of these sizes.
Note: Provide control to the user. If you add sound to an advertisement, also add a mute button. If you create a transparent
Animate ad that hovers over a web page, provide a button to close the advertisement for its duration.
Tracking advertisements
Several leading advertising networks now support standardized tracking methods in Animate SWF files. The following
guidelines describe the supported tracking methodology:
Create a button or movie clip button Use standardized dimensions outlined by the IAB. For a list of standardized
dimensions, see the IAB website. For more information on creating a button in Animate, see Creating buttons.
Add a script to the button Executes when a user clicks the banner. You might use the getURL() function to open a new
browser window. The following code snippets are two examples of ActionScript 2.0 code you might add to Frame 1 of
the Timeline:
myButton_btn.onRelease = function(){
getURL(clickTAG, "_blank");
};
The getURL() function adds the variable passed in the object and embed tags, and then sends the browser that is
launched to the specified location. The server hosting the ad can track clicks on the advertisement. For more
information on using the getURL() function, see ActionScript 2.0 Language Reference.
Assign clickTAG code for tracking Tracks the advertisement and helps the network serving the ad to track where the ad
appears and when it is clicked.
The process is the standard way of creating an advertising campaign for a typical Animate advertisement. If you assign
the getURL() function to the banner, you can use the following process to add tracking to the banner. The following
example lets you append a variable to a URL string to pass data, which lets you set dynamic variables for each banner,
instead of creating a separate banner for each domain. You can use a single banner for the entire campaign, and any
server that is hosting the ad can track the clicks on the banner.
In the object and embed tags in your HTML, you would add code similar to the following example (where
www.helpexamples.com is the ad network, and adobe.com is the company with an advertisement):
<EMBED src="your_ad.swf?clickTAG= http://helpexamples.com/tracking?http://www.adobe.com">
Custom Brushes
Overview
The Brush Tool (B) in Adobe Animate CC allows you to custom-define a brush by setting parameters of the brush such
as shape and angle. You can create natural artwork in your projects by customizing the brush tool to suit your drawing
needs. You can choose, edit, and create a custom brush in Animate through the Property Inspector, when the brush tool
is selected in the toolbox.
• Brush and Eraser tool cursors uses outline mode view and is non-obstructive when you draw in context with other
artworks
• Remembers Brush settings such as last used brush size, shape, and mode across Animate sessions
• Improved drawing experience, especially for shorter brush strokes
When brush slider is used to select a custom brush size, other than the existing brush-size-presets, a ring icon appears
on the brush size option. This indicates that you have chosen a size that is beyond the default presets.
? In the Nib Options dialog box, select a shape, specify an angle, and flatness percentage. You can see a preview of the
brush as you set the parameters.
? Click OK. The new custom brush is selected in the Property Inspector as the default brush for the current
document.
Brush size
? In the Nib Options dialog box, modify the properties such as shape, angle, and flatness and click OK.
Note: You can edit only those brushes that you have custom-created and cannot modify the properties of any of the default
brushes.
Note: You can delete only those brushes that you have created. You are not allowed to delete the default brushes.
A motion path with roving keyframes turned off. Note the uneven distribution of frames, resulting in uneven speed of motion.
The same motion path with roving keyframes turned on, resulting in even distribution of frames along the path and even speed of motion.
• To copy a property keyframe to another location in the tween span, Ctrl-click (Windows) or Command-click
(Macintosh) the property keyframe. Use Alt-drag (Windows) or Option-drag (Macintosh) the property keyframe
to the new location.
Adding or removing 3D property keyframes in a tween
• Do one of the following:
• Add 3D properties using the 3D tools in the Tools panel.
• Right-click (Windows) or Ctrl-click (Macintosh) the tween span in the Timeline and choose 3D tween from the
context menu.
• If the tween span contained no 3D property keyframes, Animate adds them to each existingX and Y position and
rotation property keyframe. If the tween span already contained 3D property keyframes, Animate removes them.
See also
Creating motion tween animations
Editing the motion path of a tween animation
Creating and applying motion presets
Setting up tween spans
Adding custom eases
Working with motion tweens saved as XML files
See also
Creating a motion tween animation
Creating and applying motion presets
Motion script and ActionScript 3.0
Animating position with a tween
Manipulating motion tweens
Motion tweens vs classic tweens
The Custom ease graph represents the degree of motion over time. Horizontal axis represents the frames and the
vertical axis represents the tween's percentage of change. The first value in the animation is 0%, and the last keyframe
can be set from 0 through 100%. The slope of the graph's curve shows the rate of change of the tweened instance. If you
create a horizontal line (no slope) on the graph, the velocity is zero. If you create a vertical line on the graph, there is an
instantaneous rate of change.
1 Create a motion tween.
2 Select the tween span in the Timeline and open the Motion Editor.
3 Scroll to the Eases category, click the Add button, and then select Custom from the menu.
A tween layer can contain tween spans, static frames, and ActionScript. However, frame of a tween layer that contains
a tween span cannot contain objects other than the tweened object. To add more objects in the same frame, place them
on separate layers.
See also
Creating a Motion tween animation
Creating and applying motion presets
Setting up animation tween spans
Adding custom eases
Motion tweens vs classic tweens
Using property keyframes
By default, the Timeline displays the property keyframes of all property types. You can choose which types of
property keyframes to display by right-clicking (Windows) or Command-clicking (Macintosh) the tween span and
choosing View Keyframes > property type.
6 To specify another position for the object, place the playhead in another frame within the tween span and drag the
object on Stage to another position.
The motion path adjusts to include all the positions you specify.
7 To tween 3D rotation or position, use the 3D Rotation or 3D Translation tool. Be sure to place the playhead in the
frame where you want to add the 3D property keyframe first.
Note: To create multiple tweens at once, place tweenable objects on multiple layers, select them all, and
choose Insert > Motion Tween. You can also apply Motion Presets to multiple objects in the same way.
Types of animation
Animate CC provides several ways to create animation and special effects. Each method provides you with different
possibilities for creating engaging animated content.
Animate supports the following types of animation:
Motion tweens Use motion tweens to set properties for an object, such as position and alpha transparency in one frame
and again in another frame. Animate then interpolates the property values of the frames in between. Motion tweens
are useful for animation that consists of continuous motion or transformation of an object. Motion tweens appear in
the Timeline as a contiguous span of frames that can be selected as a single object by default. Motion tweens are
powerful and simple to create.
Classic tweens Classic tweens are like motion tweens, but are more complex to create. Classic tweens allow for some
specific animated effects not possible with span-based tweens.
Inverse Kinematics poses (deprecated with Animate CC) Inverse kinematic poses allow you to stretch and bend shape
objects and link groups of symbol instances to make them move together in naturalistic ways. Once you have added
bones to a shape or a group of symbols, you can change the position of the bones or symbols in different keyframes.
Animate interpolates the positions in the in-between frames.
Shape tweens In shape tweening, you draw a shape at one specific frame in the Timeline, and change that shape or
draw another shape at another specific frame. Animate then interpolates the intermediate shapes for the frames in
between, creating the animation of one shape morphing into another.
Frame-by-frame animation This animation technique lets you specify different art for each frame in the Timeline. Use
this technique to create an effect that is like the frames of a film being played in rapid succession. This technique is
useful for complex animation where the graphic elements of each frame must be different.
• A hollow dot in the first frame indicates that the target object of the motion tween has been removed. The tween
span still contains its property keyframes and can have a new target object applied to it.
• A span of frames with a green background indicates an inverse kinematics (IK) pose layer. Pose layers contain IK
armatures and poses. Each pose appears in the Timeline as a black diamond. Animate interpolates the positions of
the armature in the frames in between poses.
• A black dot at the beginning keyframe with a black arrow and blue background indicates a classic tween.
• A dashed line indicates that the classic tween is broken or incomplete, such as when the final keyframe is missing.
• A black dot at the beginning keyframe with a black arrow and a light green background indicates a shape tween.
• A black dot indicates a single keyframe. Light gray frames after a single keyframe contain the same content with no
changes. These frames have a vertical black line and a hollow rectangle at the last frame of the span.
• A small a indicates that the frame is assigned a frame action with the Actions panel.
When you create a motion tween, Animate converts the layer containing the object you selected to tween into a tween
layer. The tween layer has a tween icon next to the layer name in the Timeline.
If other objects are present on the same layer as the tweened object, Animate adds new layers above or below the
original layer as needed. Any objects that existed below the tweened object on its original layer move to a new layer
below the original layer. Any objects that were above the tweened object on its original layer move to a new layer above
the original layer. Animate inserts these new layers between any pre-existing layers in the Timeline. In this way
Animate preserves the original stacking order of all the graphic objects on the Stage.
A tween layer can contain only tween spans (contiguous groups of frames containing a tween), static frames, blank
keyframes, or empty frames. Each tween span can contain only a single target object and an optional motion path for
the target object. Because you cannot draw in a tween layer, create additional tweens or static frames on other layers
and then drag them to the tween layer. To place frame scripts on a tween layer, create them on another layer and drag
them to the tween layer. A frame script can only reside in a frame outside the motion tween span itself. In general, it is
best to keep all frame scripts on a separate layer that contains only ActionScript.
When a document has several layers, tracking and editing the objects on one or more of them can be difficult. This task
is easier if you work with the contents of one layer at a time. To hide or lock layers you are not currently working on,
click the Eye or Lock icon next to the layer name in the Timeline. Using layer folders can help you organize layers into
manageable groups.
Additional resources
The following article talks about working with animation in Animate:
• How to Lip Sync a Character in Animate (Length = 2:30, YouTube.com)
Animation Guide
Overview
The animation guide in Adobe Animate CC (formerly Flash Professional CC) helps you enhance the animation you
create by defining a path for the objects you animate. This is helpful when you are working on an animation that follows
a path that is not a straight line. This process requires two layers to carry out an animation:
• A layer containing the object that you are about to animate
• A layer defining the path, which the object is supposed to follow during the animation
Animation guide works only on Classic Tweens.
For more information on Animation Guides, see Creating a motion guide layer
? Define the thickness of the stroke using one of the following methods:
• Choose the Width Tool (U) from the Toolbox, click anywhere on the path, and drag to vary the thickness of the path.
• Select the path using the Selection Tool (V) from the toolbox and in the Property Inspector, choose a width profile
for the stroke from the Width drop down option.
For more information on variable width stroke, see Variable Width Strokes .
Once you have a variable width stroke defined as a path, if you run the motion tween, you can see that the object not
only follows the path, but also changes its size based on the relation to the variation in the thickness of the stroke.
Here is an example that uses Animation Guide with variable width stroke:
A motion guide path can have multiple segment with each connected segment having a different variable width profile
specified as shown below. With no additional keyframes for the object, each segment's width profile is considered
during the animation.
? Once you create Classic Motion Tween, select the first keyframe of the tween in the Timeline. In the Property
Inspector, check the Color along the path check box. Your object is now ready to follow the color variation as per
the guide path.
? Now, using the Selection Tool (V) from the toolbox, click and select the second segment of the guide path and
choose a different color. Repeat the same for the third segment of the path too.
Run the animation now to see the color influence of the guide path on the object itself in the course of the tween. You
can see that the influence is not just on the color, but also on the alpha/opacity value of the stroke segment in the guide
path.
Here is an example that uses Animation Guide with color variation:
Bone styles
There are 4 ways that Animate can draw bones on the Stage:
• Solid. This is the default style.
• Wired. Useful when the solid style obscures too much of the artwork beneath the bone.
• Line. Useful for smaller armatures.
• None. Hides the bones to show only the artwork beneath them.
To set the Bone Style, select the IK span in the Timeline and then select the style from the Style menu in the Options
section of the Properties panel.
Note: If you save a document with the Bone Style set to None, Animate automatically changes bone style to Line the
next time you open the document.
Pose layers
When you add bones to symbol instances or shapes, Animate creates a new layer for them in the Timeline. This new
layer is called the pose layer. Animate adds the pose layer to the Timeline between existing layers to maintain the
previous stacking order of objects on the Stage.
3 Click the symbol instance that you want to set as the root bone of the armature. Click at the point where you want
to attach the bone to the symbol.
By default, Animate creates the bone at the location of mouse click. For a more precise way of adding a bone, turn
off Auto Set Transformation Point for IK Bone Tool (Edit > Preferences > Drawing). With Auto Set Transformation
Point turned off, the bone will snap to the symbol transformation point when you click from one symbol to the next.
4 Drag to another symbol instance and release the mouse button at the point where you want to attach it.
5 To add another bone to the armature, drag from the tail of the first bone to the next symbol instance.
It’s easier to place the tail precisely if you turn off Snap To Objects (View > Snapping > Snap To Objects).
6 To create a branched armature, click the head of an existing bone where you want the branch to begin. Then drag to
create the first bone of the new branch.
The second bone becomes a child of the root bone. Link areas of the shape with bones in the order of the parent-
child relationships you want to create. For example, link from shoulder to elbow to wrist.
6 To create a branched armature, click the head of an existing bone where you want the branch to begin. Then drag to
create the first bone of the new branch.
An armature can have as many branches as necessary.
Note: A branch cannot connect to another branch except at its root.
7 To move the armature, select the IK shape object with the Selection tool and then drag any of the bones to move
them.
Once the shape becomes an IK shape, it has the following limitations:
• You can no longer transform (scale or skew) the shape.
• You cannot add new strokes to the shape. You can still add or remove control points from the existing strokes of the
shape.
• You cannot edit the shape in place (by double-clicking it on the Stage.)
• The shape has its own registration point, transform point, and bounding box.
On-stage controls
On-stage controls allow you to easily make rotation and translation adjustments on the stage with the help of guides
that show the rotation range and precise control. The on-state controls also allow you to continue working on the stage
without having to go back to the property inspector to adjust rotation.
The bone tool on-stage controls described in the image work as follows:
1 To start working with the on-stage controls, select the bone and use the head of the bone.
2 To view the on-stage controls, roll-over the head of the bone. The head turns in to a four-way arrows or a plus
symbol (X and Y axis) inside a circle. The arrows represent the translation attributes and the circle represents
rotation attributes.
3 Click on the head of the bone and select the circle to edit rotation or select the plus symbol to edit translation
attributes.
4 To see the presence of interactive handles for rotation and translatsion at anytime, roll over the head of the bone.
5 When you click on either the rotation or translation option, the on-stage controls to set the constraints are
displayed.
Delete bones
Do one of the following:
• To delete an individual bone and all of its children, click the bone and press the Delete key.
• You can select multiple bones to delete by Shift-clicking each bone.
• To delete all bones from an IK shape or symbol armature from the Timeline, right-click the IK armature span in the
Timeline and choose Remove Armature from the context menu.
• To delete all bones from an IK shape or a symbol armature on the Stage, double click a bone in the armature to select
all bones. Then press Delete.IK shapes revert to normal shapes.
Edit an IK shape
You can add, delete, and edit control points of the contours in an IK shape using the Subselection tool.
• To move the position of a bone without changing the IK shape, drag the endpoint of a bone.
• To display the control points of the IK shape boundary, click the stroke of the shape.
• To move a control point, drag the control point.
• To add a new control point, click a part of the stroke without any control points.
• To delete an existing control point, click to select it, and then press the Delete key.
Note: An IK shape cannot be transformed (scaled or skewed).
• To enable a character to move across the Stage, turn on X or Y translation on the root bone. Turn off rotation when
using X and Y translation for more accurate movement.
You set these properties in the Property inspector when one or more bones are selected.
• To enable a selected bone to move along the x- or y- axis and change the length of its parent bone, select Enable in
the Joint: X Translation or Joint: Y Translation section of the Property inspector.
A two-headed arrow appears perpendicular to the bone on the joint to indicate that x-axis motion is enabled. A two-
headed arrow appears parallel to the bone on the joint to indicate that y-axis motion is enabled. Enabling both x and
y translation for a bone simplifyies the task of positioning the bone when rotation is disabled for the bone.
• To limit the amount of motion enabled along the x- or y-axis, select Constrain in the Joint: X Translation or Joint: Y
Translation section of the Property inspector and enter a value for the minimum and maximum distance the bone
can move.
• To disable rotation of the selected bone around the joint, deselect the Enable checkbox in the Joint: Rotation section
of the Property inspector.
This checkbox is selected by default.
• To constrain rotation of a bone, enter minimum and maximum degrees of rotation in the Joint: Rotation section of
the Property inspector.
The degrees of rotation are relative to the parent bone. An arc appears on top of the bone joint indicating the degrees
of freedom of rotation.
• To make a selected bone stationary relative to its parent bone, disable rotation and x- and y-axis translation.
The bone becomes rigid and follows the motion of its parent.
• To limit the speed of motion of a selected bone, enter a value in the Joint Speed field in the Property inspector.
Joint speed gives the bone the effect of weight. The maximum value of 100% is equivalent to unlimited speed.
Animate an armature
You animate IK armatures differently from other objects in Animate. With armatures, you simply add frames to the
pose layer and reposition the armature on the Stage to create a keyframe. Keyframes in pose layers are called
poses
. Because IK armatures are typically used for animation purposes, each pose layer acts as a tween layer automatically.
However, IK pose layers are different from tween layers because you cannot tween properties other than bone position
in the pose layer. To tween other properties of an IK object such as location, transform, color effects, or filters, enclose
the armature and its associated objects in a movie clip or graphic symbol. You can then animate the properties of the
symbol using the Insert > Motion Tween command and the Motion Editor panel.
You can also animate IK armatures with ActionScript 3.0 at runtime. If you plan to animate an armature with
ActionScript, you cannot animate it in the Timeline. The armature can have only one pose in the pose layer. That pose
must be in the first frame in which the armature appears in the pose layer.
Animate repositions the pose frames in proportion to the change in duration of the layer and reinterpolates the
frames in between. To resize the armature span in the Timeline without affecting the location of the pose frames,
Shift-drag the last frame of the armature span.
When you finish, scrub the playhead in the Timeline to preview the animation. You can see the armature positions
interpolated in between the pose frames.
You can reposition the armature in the pose frames or add new pose frames at any time.
Motion Presets
Note: Motion Presets can only contain motion tweens. Classic tweens cannot be saved as Motion Presets.
See also
About motion tween
Creating a Motion tween animation
Animate position with a tween
Editing the motion path of a tween animation
Using property keyframes
While a tweenable object (symbol instance or text field) is selected on the Stage, you can click the Apply button to apply
a preset. You can apply only one preset per object. If you apply the second preset to the same object, the second preset
replaces with the first one.
Once a preset is applied to an object on the Stage, the tween created in the Timeline is not related to the Motion
Presets panel. Deleting or renaming a preset in the Motion Presets panel has no effect on any tweens previously created
with that preset. If you save a new preset over an existing one, it has no effect on any pre-existing tweens created with
the original preset.
Each Motion Preset contains a specific number of frames. When you apply a preset, the tween span created in
the Timeline contains this number of frames. If the target object has a tween of a different length applied to it, the tween
span adjusts to match the length of the Motion Preset. You can adjust the length of the tween span in the Timeline after
the preset is applied.
Motion Presets that contain 3D motion can only be applied to movie clip instances. The tweened 3D properties do not
apply to graphic or button symbols, or to classic text fields. You can apply 2D or 3D Motion Presets to any 2D or 3D
movie clip.
Saving a tween as a custom Motion Preset
If you create or modify a tweened preset, you can save it as a new Motion Preset. The new preset appears in the Custom
Presets folder in the Motion Presets panel.
3 Create a SWF file from the FLA file with the Publish command.
4 Place the SWF file in the same directory as the saved custom Motion Preset XML file. These files are stored in the
following directories:
• Windows: <hard disk>\<users>\Application
Data\Local\Adobe\Animate CC\<language>\Configuration\Motion Presets\
• Macintosh: <hard disk>/Users/<user>/Library/Application
Support/Adobe/Animate CC/<language>/Configuration/Motion Presets/
The preview now displays when the custom tween is selected in the Motion Presets panel.
Over frame The appearance of the button as the user is about to select it.
Down frame The appearance of the button as the user selects it.
Hit frame The area that is responsive to clicks by the user. Defining this Hit frame is optional. If your button is small,
or if its graphic area is not contiguous, defining this frame can be useful.
• The contents of the Hit frame are not visible on the Stage during playback.
• The graphic for the Hit frame is a solid area large enough to encompass all graphic elements of the Up, Down,
and Over frames.
• If you don’t specify a Hit frame, the image for the Up state is used.
You can make a button that responds when a different area of the stage is clicked or rolled over (also called a
disjoint rollover). Place the Hit frame graphic in a different location than the other button frame graphics.
3 Associate an action with the button.
To make something happen when the user selects a button, you add ActionScript code to the Timeline. Place the
ActionScript code in the same frames as the buttons. The Code Snippets panel has pre-written ActionScript 3.0 code
for many common button uses. See Add interactivity with code snippets.
Note: ActionScript 2.0 is not compatible with ActionScript 3.0. If your version of Animate uses ActionScript 3.0, you
can’t paste ActionScript 2.0 code into your button (and vice versa). Before you paste ActionScript from another source
into your buttons, verify that the version is compatible.
• To enable or disable buttons on the Stage, choose Control > Enable Simple buttons. This command acts as a toggle
between the two states.
• To move a button, use the arrow keys.
• To edit a button, use the Property inspector. If it isn’t visible, choose Windows > Properties.
• To test the button in the authoring environment, choose Control > Enable Simple Buttons.
• To test the button in Flash Player, choose Control > Test Movie [or Test Scene] > Test. This method is the only way
to test movie clip buttons.
• To test the button in the Library Preview panel, select the button in the Library and click Play.
Troubleshooting buttons
Use these resources to troubleshoot common problems with buttons:
• TechNote: Adding actions to shared buttons (Adobe.com)
Prerequisites Description
Using property keyframes Before working with motion tweens, understand use of
the Timeline and editing properties. You can edit individual property
keyframes on Stage, in the Property inspector, or using the
redesigned Motion Editor.
Creating a Motion tween animation Animate tweens only symbol instances and text fields. All other object
types are wrapped in a symbol when you apply a tween to them. The
symbol instance can contain nested symbols, which can themselves
be tweened on their own timelines.
Creating a Motion tween animation The minimal building block in a tween layer is a tween span. A tween
span in a tween layer can contain only one symbol instance or text
field. The symbol instance is called the target of the tween span.
However, a single symbol can contain many objects.
Editing the motion path of a tween animation Adding a second symbol or text field to the tween span replaces the
original symbol in the tween. Use any of the following methods to
change the target object of a tween:
Editing the motion path of a tween animation When a tween contains motion, a motion path appears on the Stage.
The motion path shows the position of the tweened object in each
frame. You can edit the motion path on the Stage by dragging its
control points. You cannot add a motion guide to a tween/inverse
kinematics layer.
See also
Animating position with a tween
Editing the motion path
Using property keyframes
Motion tween is a type of animation that uses symbols to create movement, size and rotation changes, fades, and color
effects.
Classic tween refers to tweening in Flash CS3 and earlier, and is maintained in Animate primarily for transition
purposes.
See Also
About motion tween animation
Creating a Motion tween animation
Editing the motion path of a tween animation
Using property keyframes
Powerful and simple to create, provides maximum control over Complex to create, classic tween includes all tweens created in earlier
tweened animation versions of Animate.
Consists of one target object over the entire tween. Tweens between two keyframes with same or different symbols.
Uses text as a tweenable type and does not convert text objects to Converts text objects to graphic symbols.
movie clips.
Stretches and resizes the tween in the timeline and treats it as a single Consists of groups of individually selectable frames in the timeline.
object.
Applies eases across the entire length of a motion tween span. Easing Applies eases to the groups of frames between the keyframes within
specific frames of a motion tween requires creating a custom ease the tween.
curve.
Applies one color effect per tween. Applies two different color effects, such as tint and alpha transparency.
Can be saved as motion presets. Cannot be saved as motion presets. Swaps symbols or sets the frame
number of a graphic symbol to display in a property keyframe.
• Refined Animations: The Motion Editor is the only way to make certain kinds of animations, such as creating a
curved path tween on an individual property by adjusting its Property curve.
(A) Properties applied to the tween (B) Add Anchor Point button (C) Fit-to-view toggle (D) Remove Property button (E) Add Ease (F) Vertical
Zoom toggle
Property Curves
The Motion Editor represents Properties of a tween using two-dimensional graphs called Property Curves. These
graphs are composited within a grid on the Motion Editor. Each property has its own Property Curve plotted against
time on the horizontal axis (from left to right), and the change to the value of a property on vertical axis.
You can manipulate Motion Tweens by editing Property Curves within Motion Editor. To its end, the Motion Editor
facilitates smooth editing of Property Curves, there by allowing you to gain precise control over the tween. You can
manipulate a Property Curve by adding property Keyframes or Anchor Points. This allows you to manipulate key parts
of the Property Curve, where you want the tween to display transitions for a said Property.
Take note that the Motion Editor allows you to edit only such properties that can be altered during a tween span. For
example, the Quality property of the Gradient Bevel filter can only be assigned one value during a tween span, and
hence, cannot be edited using the Motion Editor.
(A) Property Curves overlaid on top of each other. (B) Property Curve in focus for the currently selected Property.
Anchor Points
Anchor Points provide greater control over Property Curves, by allowing you to explicity modify key parts of a curve.
You can precisely control the shape of most curves in the Motion Editor by adding property keyframes or anchor points.
The Anchor Points appear as squares on the grid. Using the Motion Editor you can control the behavior of the tween
by adding Anchor Points to a Property Curve or modifying their positions. On adding an Anchor Point, a corner is
created, where in the Curve passes through angles. However, you can smoothen any segment of a Property Curve using
Bezier controls for Control Points.
Control Points
Control Points allow you to smoothen or modify a Property Curve on either sides of an Anchor Point. Control Points
can be modified using standard Bezier Controls.
3 With the Property Curve for the selected Property in view, you can choose to do the following:
1 Add Anchor Point by clicking the button and clicking a desired frame on the Property Curve to add an
Anchor Point. Or double-click the curve to add an anchor point.
2 Select and move an existing Anchor Point (in any direction) to a desired frame on the grid. The vertical limit of
the movement is restricted to the value range of the Property.
3 Remove an Anchor Point by selecting and pressing Ctrl + Click (Cmd + Click on MAC).
An ease can be simple or complex. Animate includes a wide range of preset eases that you can apply for simple or
complex effects. You can also assign Strength to an Ease to enhance the visual effect of a tween. In the Motion Editor,
you can also create your own custom ease curves.
Since ease curves in the Motion Editor can be complex, you can use them to create complex motion on the Stage
without creating complex motion paths on the Stage. You can also use ease curves to create complex tweens of any other
properties in addition to the spatial properties such as Location X and Y.
Custom Eases
Custom easing lets you create your own ease using the Custom Ease curve in the Motion Editor. You can then apply the
custom ease to any property of a selected tween.
The Custom ease graph represents the degree of motion over time. Frames are represented by the horizontal axis, and
the tween's percentage of change is represented by the vertical axis. The first value in the animation is at 0%, and the
last keyframe can be set from 0 through 100%. The rate of change of the tweened instance is shown by the slope of the
graph's curve. If you create a horizontal line (no slope) on the graph, the velocity is zero; if you create a vertical line on
the graph, there is an instantaneous rate of change.
Resultant Curve
When you apply an ease curve to a property curve, a visual overlay called the Resultant Curve appears on the grid. The
resultant curve is an accurate representation of the effect of Ease applied to a Property curve. It is indicative of the final
animation of the tweened object. The resultant curve makes it easier for you to understand the effect that you see on
the Stage when testing the animation.
(A) Resultant Curve for Bounce-In preset Ease applied to Location X Property.
Keyboard shortcuts
Double-click - on a property curve to add Anchor Point. Alt+Drag - an anchor point to enable Control Points.
Alt+Drag - to manipulate a selected control point (single-sided editing). Alt-click - an anchor point to disable control
points (corner point). Shift+drag - to move an anchor point in linear direction. Command/Control + Click - to delete
an anchor point. Up/down arrow keys - to move a selected anchor point vertically. Command/Control + C/V - to
copy/paste a selected curve. Command/Control + R - to reverse a selected curve. Command/Control + Scroll - to
zoom-in/out.
A tweened object not oriented to the motion path (left) and oriented to the motion path (right).
2 Click the tween target instance so that the motion path becomes visible on the Stage.
3 With the Selection tool, drag any segment of the motion path to reshape it. Do not click to select the segment first.
4 To expose the Bezier control points of a property keyframe point on the path, click the Subselection tool and then
click the path.
The property keyframe points appear as control points (small diamonds) on the motion path.
5 To move a control point, drag it with the Subselection tool.
6 To adjust the curve of the path around a control point, drag the Bezier handles of the control point with
the Subselection tool.
If the handles are not extended, you can extend them by Alt-dragging (Windows) or Option-dragging (Macintosh)
the control point.
? To delete an Anchor point, select the Delete Anchor Point tool. Most anchor points generated with Selection tool
are smooth points. To convert an anchor point, select the Convert Anchor Point tool. The anchor changes to an
angle point.
? You can also pull out new Bezier handles from a point and position them, just as you would for a regular anchor
point.
Note: You can't add anchor points to the path with Add Anchor point tool.
Changing the position of the tweened object
To edit a motion path, move the target instance of the tween on the Stage in any frame of the tween span. If the current
frame does not already contain a property keyframe, Animate adds one to it.
1 Place the playhead in the frame where you want to move the target instance.
2 With the Selection tool, drag the target instance to a new location on the Stage.
The motion path updates to include the new location. All other property keyframes in the motion path remain in their
original locations.
Changing the location of a motion path on the Stage
You can drag the entire motion path on the Stage or set its location in the Property inspector.
1 Click the Selection tool in the Tools panel.
2 Select the motion path by doing one of the following:
• Click the tween span in the Timeline and then click the motion path on the Stage.
• Click the tweened object on the Stage and then click the motion path.
• Drag a marquee around the motion path and the target instance to select them both.
• (CS5.5 only) Select multiple motion paths by Shift-clicking the motion path of each tween you want to edit. You
can also drag a marquee around all the motion paths.
3 Move the motion path by doing one of the following:
• Drag the path to desired location on the Stage.
• Set the x and y values for the path in the Property inspector. The x and y values are for the upper-left corner of
the bounding box of the motion path.
• Use the arrow keys to move the motion path.
Editing a motion path with the Free Transform tool
1 Click the Free Transform tool in the Tools panel.
2 With the Free Transform tool, click the motion path. Do not click the tween target instance.
3 Scale, skew, or rotate the path with the Free Transform tool.
Deleting a motion path from a tween
1 Select the motion path on the Stage by clicking it with the Selection tool.
2 Press the Delete key.
Copying a motion path as a stroke
1 Click the motion path on the Stage to select it.
2 Choose Edit > Copy.
You can then paste the path into another layer as a stroke or as a motion path for another motion tween.
Applying a custom stroke as a motion path
You can apply a stroke from a separate layer or a separate timeline as the motion path for a tween.
1 Select a stroke on a layer separate from the tween layer and copy it to the clipboard. The stroke must not be closed.
Only uninterrupted strokes can be used.
2 Select a tween span in Timeline and paste the stroke. Animate applies the stroke as the new motion path for the
selected tween span. The target instance of the tween now moves along the new stroke.
3 To reverse the start and end points of the tween, Right-click (Windows) or Ctrl-click (Macintosh) the tween span.
Select Motion Path > Reverse Path in the tween span context menu.
7 To test the animation sequence, select Control > Play or click the Play button on the Controller (Window >
Toolbars > Controller).
Color-coded onion skinning that shows the past, present, and future frames
• To change the position of either onion skin marker, drag its pointer to a new location. Normally, the onion skin
markers move with the current frame pointer. Use Control/Command+ drag to increase or decrease the position on
both sides.
• To enable editing of all frames between onion skin markers, click the Edit Multiple Frames button . Usually, onion
skinning lets you edit only the current frame. You can display the contents of each frame between the onion skin
markers and edit them.
• To move the loop range across the timeline to any position that includes the playhead position, use the markers in
the timeline to hold the Shift key and drag the range.
• To set the range markers, use the Shift key and drag the range markers or the loop range using the markers across
the Timeline.
Note: Locked layers (with a padlock icon) are not displayed when onion skinning is turned on. To avoid a multitude of
confusing images, lock or hide the layers you don’t want to be onion skinned.
Anchor Onion Locks the onion skin markers to their current position in the Timeline header. Usually, the onion skin
range is relative to the current frame pointer and the onion skin markers. Anchoring the onion skin markers
prevents them from moving with the current frame pointer.
Onion 2 Displays two frames on either side of the current frame.
Onion All Displays all frames on either side of the current frame.
Video
• Join Motions: Use Join Motions to turn contiguous tween spans into a single tween span. This option is available
when you select two or more contiguous tween spans.
• Reverse Keyframes: Use this option to reverse the keyframes for all the properties of a selected tween span.
• Motion Path > Switch keyframes to roving/non-roving: Use this option to switch the keyframes of a selected span
between roving and non-roving.
See also
Creating a motion tween animation
Animating position with a tween
Editing the motion path of an animation
4 To paste the copied properties into the selected frame, do one of the following:
• To paste all the copied properties, right-click (Windows) or Command-click (Macintosh) the selected frame of the
target tween span. Choose Paste Properties from the context menu.
• To paste some of the copied properties, right-click (Windows) or Command-click (Macintosh) the selected frame
of the target tween span. Choose Paste Properties Special from the context menu.
• In the dialog box that appears, select the properties to paste and click OK.
3 Set the various paint brush options. For more information on setting these options, see Editing Pattern Brushes .
4 Click Add to add the brush to the document. You can view the new brush in the Stroke drop-down list in the
Properties panel.
Manage brushes
2 In the Manage Document Brushes screen, select a single brush or select multiple brushes.
Select brushes
3 Click Save to save the brushes or Delete to delete the brushes from the Brush library. You can view the saved brushes
within My Brushes family in the Brush Library.
Note: In the Brush Library, the Brush family name is same as the document name within which it is created. Brushes
from two different documents with the same file name are saved within the same family in the Brush Library.
My brushes
3 To delete unwanted brushes from My Brushes family, click the Delete button at the bottom of the panel.
4 The Google fonts dialog box lists all the available web fonts. You can now select the font that best suits your design
needs by browsing through fonts, searching for specific fonts, or filtering by font properties.
• Search: Searches the font by names.
• Category: Filters fonts based on the available categories.
• Sort by: Sorts the fonts based on the following categories:
• Popularity: Sorts based on the popular fonts.
• Alphabet: Sorts an alphabetical list of fonts.
• Date Added: Sorts based on the dates when they were added to the document.
• Number of Styles: Sorts based on the number of styles available for each font family.
• Trending: Sorts based on the trending font categories.
• Help: Displays the online Help for Google fonts.
5 To add a font to the document, click the font that you want to use and select Done. A check mark indicates that the
font is selected.
Note: You can also select and add multiple fonts.
6 To view the added fonts in Animate CC, do one of the following:
• From the main menu, select Text > Font > Web Fonts.
• From the Property Inspector, select Character > Family.
7 In the Character Family drop-down list, select the added Google font to use in an HTML5 Canvas document.
See also
• Using Typekit Web fonts in HTML5 Canvas documents
Use colors, brushes, and shapes created using mobile apps in your Animate document
You can use the graphics and design assets created using Adobe mobile apps such as Adobe Capture CC in your
Animate document by using the new CC Library panel. You can save and share the colors, color themes, shapes, and
brushes that you and other collaborators create through CC libraries so that you can use them in any other Adobe app
that supports CC Libraries, such as Animate.
Adobe Capture CC is an Adobe mobile application that allows you to:
• Create custom brushes from photos you capture on your iPhone, iPad, or Android devices and start using them
right away in Adobe Animate. To use the brushes that you have captured using the Brush app, you must store them
in your CC library.
• Capture shapes with your iPhone, iPad or Android devices and turn them into vectors you can use in your designs.
Save them to Creative Cloud Libraries for quick access in Adobe apps and share your Libraries with your creative
team.
• Capture color combinations whenever inspiration strikes using your iPhone, iPad or Android devices. Your color
themes are automatically saved to Creative Cloud Libraries for access in desktop and mobile apps, or to share with
your team.
For more information about creating vectors, brushes, shapes, and colors for using them in Animate CC, see Adobe
Capture CC
A CC Library folder B Show items as icons C Show items as a list D Search Adobe Stock for images E CC Library content panel F Add color
G Sync CC Libraries H Delete an item in library
To use CC libraries
1 Click Window > CC Libraries to launch the CC Libraries panel. You can see all the assets that you have saved in your
CC library.
2 You can do the following:
• Drag-and-drop an asset from library to stage.
• Click on a color theme to apply the theme to an object on stage.
• Click on a vector brush in your library to use it on stage.
2 In the Search Adobe Stock box, type your search keyword and press Enter. The search results appear in the content
pane of the Library panel.
3 Hover your cursor on the image that you want to use in your Animate document. The following options appear:
• Buy and Save to My Library: To buy the image. You can also right-click the image and select Buy Image.
• Save Preview to My Library: Saves a watermarked preview image to your CC Library.
4 Using the options in the context menu, you can do the following tasks on a stock image:
• Buy the selected image
• Find similar images on the Web
• Use the image in your Animate document by adding it to stage
• Share the link to the image
• Make a duplicate copy of the image
• Copy or Move the image to a folder in your CC library
• Rename the image
• Delete the image from library
Create New Lists Animate file types, such as Animate documents and ActionScript® files.
Create from Template Lists the templates most commonly used to create Animate documents.
Extend Links to the Animate Exchange website, where you can download helper applications, extensions, and related
information.
The Welcome screen also offers quick access to Help resources. You can take a tour of Animate, learn about
documentation resources, and find Adobe Authorized Training facilities.
• To hide the Welcome screen, select Don’t Show Again.
• To show the Welcome screen, select Edit > Preferences (Windows®) or select Animate > Preferences (Macintosh®),
and select Welcome Screen from the On Launch menu in the General category.
• To zoom in so that a specific area of your drawing fills the window, drag a rectangular selection on the Stage with
the Zoom tool.
• To zoom in on or out of the entire Stage, select View > Zoom In or View > Zoom Out.
• To zoom in or out by a specified percentage, select View > Magnification, and select a percentage from the submenu
or select a percentage from the Zoom control at the upper-right corner of the document window.
• To scale the Stage so that it fits completely in the application window, select View > Magnification > Fit in Window.
• To crop the content that flows outside the stage, click the Clip the Content Outside Stage icon .
• To show the contents of the current frame, select View > Magnification > Show All, or select Show All from the
Zoom control at the upper-right side of the application window. If the scene is empty, the entire Stage appears.
• To show the entire Stage, select View > Magnification > Show Frame or select Show Frame from the Zoom control
at the upper-right corner of the document window.
• To show the workspace surrounding the Stage, or to view elements in a scene that are partly or outside of the Stage
area, select View > Pasteboard. The pasteboard appears in light gray. For example, to have a bird fly into a frame,
initially position the bird outside of the Stage in the pasteboard and animate it into the Stage area.
Pasteboard color
Earlier, the Pasteboard colors were fixed based on the User Interface theme. From January 2017 release onwards, you
can have the pasteboard same as that of Stage color. This feature enables you to work with an infinite canvas.
Note: Only stage content is visible in the final output.
2 Once the Rotation Tool is selected, Pivot point for rotation appears on screen, indicated by a crosshair. You can
change the position of the Pivot point by clicking at the desired position.
3 Once the Pivot point is set, you can drag the mouse to rotate the stage view around the pivot point.
Rotated stage
4 Using the stage Rotation Tool, drag to rotate the stage area temporarily. The current rotation angle is indicated by
the red line on the Pivot crosshair.
5 To reset the stage to its default view, click the Center Stage button .
Setting stage scaling with the bottom right corner as anchor point
Stage scaled in the set direction from the anchor point at the bottom right corner
Use rulers
When rulers show, they appear along the top and left sides of the document. You can change the unit of measure used
in the rulers from the default of pixels to another unit. When you move an element on the Stage with the rulers
displayed, lines indicating the element’s dimensions appear on the rulers.
• To show or hide rulers, select View > Rulers.
• To specify the rulers’ unit of measure for a document, select Modify > Document, and select a unit from the Ruler
Units menu.
Use guides
When rulers show (View > Rulers), you can drag horizontal and vertical guides from the rulers onto the Stage.
When you create nested timelines, draggable guides appear on the Stage only when the Timeline in which they were
created is active.
To create custom guides or irregular guides, use guide layers.
• To display or hide the drawing guides, select View > Guides > Show Guides.
Note: If the grid is visible and Snap to Grid is turned on when you create guides, guides snap to the grid.
• To turn snapping to guides on or off, select View > Snapping > Snap to Guides.
Note: Snapping to guides takes precedence over snapping to the grid in places where guides fall between grid lines.
• To move a guide, click anywhere on the ruler with the Selecting objects in Animate CCtool and drag the guide to
the desired place on the Stage.
• To remove a guide, use the Selection tool with guides unlocked to drag the guide to the horizontal or vertical ruler.
• To lock guides, select View > Guides > Lock Guides or use the Lock Guides option in the Edit Guides (View >
Guides > Edit Guides) dialog box.
• To clear guides, select View > Guides > Clear Guides. If you are in document-editing mode, all guides in the
document are cleared. If you are in symbol-editing mode, only guides used in symbols are cleared.
Set guide preferences
1 Select View > Guides > Edit Guides and do any of the following:
• To set Color, click the triangle in the color box and select a guide line color from the palette. The default guide
color is green.
• To display or hide guides, select or deselect Show Guides.
• To turn snapping to guides on or off, select or deselect Snap To Guides.
• Select or deselect Lock Guides.
• To set Snap Accuracy, select an option from the pop-up menu.
• To remove all guides, click Clear All. Clear All removes all guides from the current scene.
• To save the current settings as the default, click Save Default.
2 Click OK.
Workspace overview
You create and manipulate your documents and files using various elements, such as panels, bars, and windows. Any
arrangement of these elements is called a workspace. The workspaces of the different applications in Adobe® Creative
Suite® 5 share the same appearance so that you can move between the applications easily. You can also adapt each
application to the way you work by selecting from several preset workspaces or by creating one of your own.
Although the default workspace layout varies in different products, you manipulate the elements much the same way
in all of them.
• The Application bar across the top contains a workspace switcher, menus (Windows only), and other application
controls. On the Mac for certain products, you can show or hide it using the Window menu.
• The Tools panel contains tools for creating and editing images, artwork, page elements, and so on. Related tools are
grouped.
• The Control panel displays options for the currently selected tool. In Illustrator, the Control panel displays options
for the currently selected object. (In Adobe Photoshop® this is known as the Options bar. In Adobe Animate®, Adobe
Dreamweaver®, and Adobe Fireworks® this is known as the Property Inspector and includes properties of the
currently selected element.)
• The Document window displays the file you’re working on. Document windows can be tabbed and, in certain cases,
grouped and docked.
• Panels help you monitor and modify your work. Examples include the Timeline in Animate, the Brush panel in
Illustrator, the Layers panel in Adobe Photoshop®, and the CSS Styles panel in Dreamweaver. Panels can be grouped,
stacked, or docked.
• The Application frame groups all the workspace elements in a single, integrated window that lets you treat the
application as a single unit. When you move or resize the Application frame or any of its elements, all the elements
within it respond to each other so none overlap. Panels don’t disappear when you switch applications or when you
accidentally click out of the application. If you work with two or more applications, you can position each
application side by side on the screen or on multiple monitors.
If you are using a Mac and prefer the traditional, free-form user interface, you can turn off the Application frame.
In Adobe Illustrator®, for example, select Window > Application Frame to toggle it on or off. (In Animate, the
Application frame is on permanently for Mac, and Dreamweaver for Mac does not use an Application frame.)
Tip: In Photoshop, you can change the font size of the text in panels and tool tips. In the Interface preferences, choose
a size from the UI Font Size menu.
note: Dreamweaver does not support docking and undocking Document windows. Use the Document window’s
Minimize button to create floating windows (Windows), or choose Window > Tile Vertically to create side-by-side
Document windows. Search “Tile Vertically” in Dreamweaver Help for more information on this topic. The workflow
is slightly different for Macintosh users.
• To dock a Document window to a separate group of Document windows, drag the window into the group.
• To create groups of stacked or tiled documents, drag the window to one of the drop zones along the top, bottom, or
sides of another window. You can also select a layout for the group by using the Layout button on the Application bar.
note: Some products do not support this functionality. However, your product may have Cascade and Tile commands
in the Window menu to help you lay out your documents.
• To switch to another document in a tabbed group when dragging a selection, drag the selection over the document’s
tab for a moment.
note: Some products do not support this functionality.
Navigator panel being dragged out to new dock, indicated by blue vertical highlight
You can prevent panels from filling all the space in a dock. Drag the bottom edge of the dock up so it no longer meets
the edge of the workspace.
Move panels
As you move panels, you see blue highlighted drop zones, areas where you can move the panel. For example, you can
move a panel up or down in a dock by dragging it to the narrow blue drop zone above or below another panel. If you
drag to an area that is not a drop zone, the panel floats freely in the workspace.
Note: The position of the mouse (rather than the position of the panel), activates the drop zone, so if you can’t see the drop
zone, try dragging the mouse to the place where the drop zone should be.
• To move a panel, drag it by its tab.
• To move a panel group, drag the title bar.
Narrow blue drop zone indicates Color panel will be docked on its own above the Layers panel group.
A Title bar B Tab C Drop zone
Press Ctrl (Windows) or Command (Mac OS) while moving a panel to prevent it from docking. Press Esc while moving
the panel to cancel the operation.
• To rearrange panels in a group, drag a panel’s tab to a new location in the group.
• To remove a panel from a group so that it floats freely, drag the panel by its tab outside the group.
• To move a group, drag the title bar (the area above the tabs).
• To stack floating panels, drag a panel by its tab to the drop zone at the bottom of another panel.
• To change the stacking order, drag a panel up or down by its tab.
note: Be sure to release the tab over the narrow drop zone between panels, rather than the broad drop zone in a title bar.
• To remove a panel or panel group from the stack, so that it floats by itself, drag it out by its tab or title bar.
Resize panels
• To minimize or maximize a panel, panel group, or stack of panels, double-click a tab. You can also double-click the
tab area (the empty space next to the tabs).
• To resize a panel, drag any side of the panel. Some panels, such as the Color panel in Photoshop, cannot be resized
by dragging.
• To collapse or expand all panel icons in a column, click the double arrow at the top of the dock.
• To expand a single panel icon, click it.
• To resize panel icons so that you see only the icons (and not the labels), adjust the width of the dock until the text
disappears. To display the icon text again, make the dock wider.
• To collapse an expanded panel back to its icon, click its tab, its icon, or the double arrow in the panel’s title bar.
Tip: In some products, if you select Auto-Collapse Icon Panels from the Interface or User Interface Options
preferences, an expanded panel icon collapses automatically when you click away from it.
• To add a floating panel or panel group to an icon dock, drag it in by its tab or title bar. (Panels are automatically
collapsed to icons when added to an icon dock.)
• To move a panel icon (or panel icon group), drag the icon. You can drag panel icons up and down in the dock, into
other docks (where they appear in the panel style of that dock), or outside the dock (where they appear as floating
icons).
Keyboard shortcuts Saves the current set of keyboard shortcuts (Photoshop only).
3 In the Add Web fonts window that appears, click Get Started.
4 The Web fonts dialog lists all the Typekit web fonts that are available to your Creative Cloud subscription plan. You
can now select the font that best suits your design needs by browsing through fonts, searching for specific fonts, or
filtering by font properties.
Click Filter to take advantage of any of the following Filters:
• Classification: You can filter Typekit fonts based on their classifications, such as Serif, Sans Serif and Script.
• Recommended for: Filter fonts based on Typekit's recommendations for paragraph or headings.
• Properties: Filter based on properties such as weight, width, and height.
5 Once you find a font that you want to use, simply click on it. A check mark appears indicating the font is selected.
You can choose multiple fonts to add at once. The Selected Fonts tab displays all the fonts that you've selected.
You can click the font preview footer to see all the variations, such as thin, bold, and italic.
Click OK to add the selected fonts to the Text > Font menu and the Font Family dropdown box under Web fonts
category.
6 Select the added Web font to use it in your HTML5 Canvas document.
7 Before publishing your content on the Web, open Publish Settings, click the Web fonts tab, and specify the URL of
the page on which your HTML5 content will be hosted. For example, www.adobe.com. You can also specify multiple
URLs separated by comma.
Note:
• The web fonts from Typekit will only load on domain names that are listed in the publish settings. If the fonts
don’t work or you see a 403 error from Typekit on your webpage, make sure you have included the website
domain in that list and republish the project.
• "Output generated via the TestMovie option is meant for preview only. Use the File > Publish option to generate
the output for final deployment.
See also
Using Google fonts in HTML5 Canvas documents
With ActionScript®, you can control the Timeline at runtime. Using ActionScript allows you to create interaction and
other capabilities in your FLA files that is not possible with the Timeline alone.
With ActionScript®, you can control the Timeline at runtime. Using ActionScript allows you to create interaction and
other capabilities in your FLA files that is not possible with the Timeline alone.
See the discussion of timelines and ActionScript in web Help to learn about controlling the Timeline with ActionScript.
Absolute paths
An absolute path starts with the name of the level into which the document is loaded and continues through the display
list until it reaches the target instance. You can also use the alias _root to refer to the topmost Timeline of the current
level. For example, an action in the movie clip california that refers to the movie clip oregon could use the absolute path
_root.westCoast.oregon.
The first document to open in Flash Player is loaded at level 0. You must assign each additional loaded document a level
number. When you use an absolute reference in ActionScript to reference a loaded document, use the form _levelX,
where X is the level number into which the document is loaded. For example, the first document that opens in Flash
Player is called _level0; a document loaded into level 3 is called _level3.
To communicate between documents on different levels, you must use the level name in the target path. The following
example shows how the portland instance would address the atlanta instance located in a movie clip called georgia
(georgia is at the same level as oregon):
_level5.georgia.atlanta
You can use the _root alias to refer to the main Timeline of the current level. For the main Timeline, the _root alias
stands for _level0 when targeted by a movie clip also on _level0. For a document loaded into _level5, _root is equal to
_level5 when targeted by a movie clip also on level 5. For example, if the movie clips southcarolina and florida are both
loaded into the same level, an action called from the instance southcarolina could use the following absolute path to
target the instance florida:
_root.eastCoast.florida
Relative paths
A relative path depends on the relationship between the controlling Timeline and the target Timeline. Relative paths
can address targets only within their own level of Flash Player. For example, you can’t use a relative path in an action
on _level0 that targets a Timeline on _level5.
In a relative path, use the keyword this to refer to the current Timeline in the current level; use the _parent alias to
indicate the parent Timeline of the current Timeline. You can use the _parent alias repeatedly to go up one level in the
movie clip hierarchy within the same level of Flash Player. For example, _parent._parent controls a movie clip up two
levels in the hierarchy. The topmost Timeline at any level in Flash Player is the only Timeline with a _parent value that
is undefined.
An action in the Timeline of the instance charleston, located one level below southcarolina, could use the following
target path to target the instance southcarolina:
_parent
To target the instance eastCoast (one level up) from an action in charleston, you could use the following relative path:
_parent._parent
To target the instance atlanta from an action in the Timeline of charleston, you could use the following relative path:
_parent._parent.georgia.atlanta
Relative paths are useful for reusing scripts. For example, you could attach the following script to a movie clip that
magnifies its parent by 150%:
onClipEvent (load) { _parent._xscale
= 150; _parent._yscale = 150;
}
You can reuse this script by attaching it to any movie clip instance.
Note: Flash Lite 1.0 and 1.1 support attaching scripts only to buttons. Attaching scripts to movie clips is not supported.
Whether you use an absolute or a relative path, you identify a variable in a Timeline or a property of an object with a
dot (.) followed by the name of the variable or property. For example, the following statement sets the variable name in
the instance form to the value "Gilbert":
_root.form.name = "Gilbert";
As on a web server, each timeline in Animate can be addressed in two ways: with an absolute path or with a relative
path. The absolute path of an instance is always a full path from a level name, regardless of which timeline calls the
action; for example, the absolute path to the instance california is _level0.westCoast.california. A relative path is
different when called from different locations; for example, the relative path to california from sanfrancisco is _parent,
but from portland, it’s _parent._parent.california.
Specify a target path using the Insert Target Path dialog box
1 Select the movie clip, frame, or button instance to which you want to assign the action.
This becomes the controlling Timeline.
2 In the Actions panel (Window > Actions), go to the Actions toolbox on the left, and select an action or method that
requires a target path.
3 Click the parameter box or location in the script where you want to insert the target path.
4 Click the Insert Target Path button above the Script pane.
5 Select Absolute or Relative for the target path mode.
6 Select a movie clip in the Insert Target Path display list, and click OK.
Set preferences
You can set preferences for general application operations, editing operations, code and compiler operations, sync
settings, and drawing and text options.
Set preferences
1 Select Edit > Preferences (Windows) or Animate > Preferences (Macintosh).
2 Make a selection in the Category list and select from the respective options.
Document- or Object-level undo Document-level undo maintains a single list of all your actions for the entire Animate
document. Object-level undo maintains separate lists of your actions for each object in your document. Object-level
lets you undo an action on one object without having to also undo actions on other objects that might have been
modified more recently than the target object.
Undo levels To set the number of undo or redo levels, enter a value from 2 to 300. Undo levels require memory; the
more undo levels you use, the more system memory is consumed. The default is 100.
Auto-Recovery When enabled (the default setting), this setting saves a copy of each open file at the specified time
interval, in the same folder as the originals. If you have not saved the file yet, Animate saves the copies in its Temp folder.
The file names are the same as the originals, with “RECOVER_” added to the beginning of the file name. If
Animate quits unexpectedly, a dialog box appears when you restart to allow you to open the auto-recover file. When
you exit Animate normally, the auto-recover files are deleted.
Starting Animate CC 2015 release, Animate does not create unnecessary auto-recovery files. An auto-recovery file is
created only if the document is modified after the last auto-recovery files were created. Auto-recovery file is removed
only after completing a successful save operation. To avoid continuous loop of auto-recovery for short auto-recovery
duration, snapshot for all files modified after last auto-recovery are created at each auto-recovery interval. Next auto
recovery timer is started only after this process is completed.
User Interface Select your preferred user interface style, between Dark or Light. To apply shading to the user interface
elements, select Enable Shading.
Workspace To have panels in icon mode auto collapse when you click outside them, select Auto-Collapse Icon Panels.
To open a separate window when you select Control > Test, select Open Animate and Script Documents in Separate
Windows. The default is to open the test movie in its own window.
Highlight Color To use the current layer’s outline color, select a color from the panel, or select Use Layer Color.
Adobe ID This displays the Adobe ID using which you have signed in to your Creative Cloud account and the date and
time the last sync with your Creative Cloud account was done.
• To view your Creative Cloud profile and library, or to login using a different Adobe ID, click Manage Account.
• To sync your settings, click Sync Settings Now.
Sync Options This displays the sync options that you have set between Animate and your Creative Cloud account. You
can sync your application preferences; workspaces; default document settings; keyboard shortcuts; grid, guides, and
snapping settings; sprite sheet settings; variable width profiles, and custom brushes.
• Sync: Set the sync preferences by choosing among All (sync all the settings), Custom (sync the settings that you have
selected from the options displayed below), or Disabled (disable all syncing).
• To sync your settings with your Creative Cloud settings, click Sync Settings Now.
To learn about synchronizing preferences to Creative Cloud, and across multiple machines, see Sync Animate
Preferences with Creative Cloud
To learn more about working with Creative Cloud libraries, see Creative Cloud libraries.
Under Editing Options, you can change the defaults for the following:
• Font: Set the font and font size.
To display the Actions panel, select Window > Actions or press F9. For more information on Actions panel, see Actions
panel.
Go To Symbol Definition Jumps to the symbol definition for a symbol that is selected in the Movie Elements area of
the Movie Explorer. The symbol definition lists all the files associated with the symbol. (The Show Symbol
Definitions option must be selected. See its definition in this list.)
Select Symbol Instances Jumps to the scene containing instances of a symbol that is selected in the Symbol
Definitions area of the Movie Explorer. (The Show Movie Elements option must be selected.)
Show In Library Highlights the selected symbol in the document’s library. (Animate opens the Library panel if it is
not already visible.)
Rename Lets you enter a new name for a selected element.
Edit In New Window Lets you edit a selected symbol in a new window.
Show Movie Elements Shows the elements in your document organized into scenes.
Show Symbol Definitions Shows all the elements associated with a symbol.
Copy All Text To Clipboard It copies selected text to the clipboard. For spell checking or other editing, paste the text
into an external text editor.
Cut, Copy, Paste, And Clear Performs these common functions on a selected element. Modifying an item in the
display list modifies the corresponding item in the document.
Expand Branch Expands the navigation tree at the selected element.
Collapse Others Collapses the branches in the navigation tree that do not contain the selected element.
Print Prints the hierarchical display list that appears in the Movie Explorer.
2 Select an instance of a component in the Component panel, and drag it to the Stage or Library panel. After a
component is added to the library, you can drag multiple instances to the Stage.
3 Configure the component as needed using either the Property inspector or the Components inspector. For
information on the parameters the component uses, refer to the appropriate component documentation for the
version of ActionScript you are using in the Animate document.
In addition, HTML5 custom component developers can use HTML/CSS based user interface for its parameters.
You can use the Web Services panel to refresh all your web services at once by clicking the Refresh Web Services button.
If you are not using the stage but you are writing ActionScript code, you can use the Web Services panel to manage your
web services.
Creating a layer
When you create a layer, it appears above the selected layer. The newly added layer becomes the active layer.
? Do one of the following:
• Click the new layer button at the bottom of the timeline.
• Select Insert > Timeline > Layer.
• Right-click (Windows) or control+click (Macintosh) a layer name in the timeline and select Insert Layer from
the context menu.
Note: When you delete a layer folder, all the enclosed layers and their content are also deleted.
A sample code to access symbols using advanced layers for HTML5 canvas document type:
Layer=this.getchildbyname("L1");
Layer.getchildbyname("symbol1");
The following illustration depicts how you can access a symbol using script with advanced layers and without advanced
layers.
Note: The size of your published animation projects can increase when you use advanced layers in Animate.
By default, the layer depth feature is in Off mode. You can change into advanced layers mode by clicking the On/Off
toggle button in the timeline. A pop-up dialog appears prompting you to choose the advanced layers option. Click Use
Advanced Layersto change into advanced layers mode.
As shown in the above screenshot, the layer depth values are displayed next to each layer name for a given frame.
• Hover the mouse on each value, click, and drag slider to your right or left.
• To decrease the depth, drag slider to your left. To increase the depth, drag slider to your right.
• You can use lower positive values to represent objects that are closer and higher positive values to represent far-away
objects.
You can tween the layer depth values in any of the tween spans for your animation.
Each layer is represented with unique colored lines in layer depth dialog. You can view the colors representing each of
the layers in timeline.
You can also increase or decrease the depth of objects in each layer by moving the multi-colored lines up or down.
• To decrease depth of objects in a layer, click and drag the line in upward direction.
• To increase depth of objects in a layer, click and drag the line in downward direction.
An illustration depicting animations with and without layer depth:
An illustration depicting an animation when layer depth is applied:
You can use the camera on multi-plane layers to create a parallax effect or to zoom into the content on a plane. You can
also lock the camera on a specific layer, or apply camera effects at runtime using interactive APIs. For more
information, refer to Creating parallax effect with camera and layer depth.
You can also introduce camera on objects at runtime and apply effects by using camera APIs. For more information,
see Using camera at runtime.
Layer Properties
4 Click OK.
Note: Layer transparency has no effect on hidden layers.
• To display objects on all layers as outlines, click the outline icon. To turn off outline display on all layers, click it
again.
• To display objects on all layers other than the current layer as outlines, Alt+click (Windows) or Option-click
(Macintosh) in the Outline column. To turn off the outline display for all layers, Alt+click or Option-click in it again.
3 To move the object, drag it to the new position. You can use mouse click and drag or use arrow key in the keyboard.
3 Enter x and y values for the location of the upper-left corner of the selection.
The units are relative to the upper-left corner of the Stage.
3 Enter x and y values for the location of the upper-left corner of the selection.
The units are relative to the upper-left corner of the Stage.
You can also choose to sync preferences across two different platforms (MAC and Windows). However, due to various
differences in the operating systems, there are limitations when syncing across platforms. Certain settings cannot be
synced. For example, keyboard shortcuts that include control (MAC), are ignored when downloading Preferences on
a Windows machine.
Note: If you quit Animate before applying the downloaded preferences, they are automatically applied on relaunching the
application.
Resolving Conflicts
When using multiple machines, you can modify sync settings on any of the machines. However, a case of conflict occurs
if you further modify the same settings on a different computer.
For example, consider that you have modified the Sprite Sheet settings on your machine at work (office). You further
modify these settings on a machine at home. If the machine at home was not synced with Cloud before modifying Sprite
Sheet settings, a case of conflict occurs.
To resolve such a conflict:
1 In Animate CC, click the button.
2 The following dialog box is displayed:
? You can choose to retain local settings or download settings from Creative Cloud by using one of the following
options:
Sync Local Sync local settings on this computer to Creative Cloud; overwrite Creative Cloud version with the local
version of settings.
Sync Cloud Sync from Creative Cloud to your local computer; ignore changes made to the local settings and replace
them with the settings downloaded from Creative Cloud.
Troubleshooting
• Keyboard Shortcuts added to presets with invalid names (names not supported by the OS) are not synced with
Creative Cloud.
• Also, Keyboard Shortcuts listed under different menus are not synced across systems of different platforms. For
example, Font Mapping command is listed under different Menus in MAC and Windows versions of Animate CC.
If Font Mapping is assigned a new keyboard shortcut on MAC and synced with Creative Cloud, it cannot be
downloaded and used on Windows.
• Font Settings are not synced with Creative Cloud.
• Handling Errors:
• No Internet Connection: If there is no Internet connection, Animate CC throws an error, and Sync Settings
cannot be uploaded to or downloaded from Creative Cloud. Ensure that the system is connected to a non-faulty
internet connection.
• Server is Busy: If the Creative Cloud server is busy, Animate CC throws an error, and Preferences cannot be
synced from the Creative Cloud.
• Low Disk Space: If there is less disk space on the local system, Animate CC throws an error and fails to download
Preferences from the Creative Cloud.
Templates
About templates
Animate templates provide you with easy-to-use starting points for common projects. The New File dialog box
provides a preview and description of each template. Templates are available in six categories:
• Advertising - these include common Stage sizes used in online ads.
• Animation - these include many common types of animations, including motion, highlighting, glow, and easing.
• Banners - includes common sizes and functionality used in website interfaces.
• Media Playback - includes photo albums and playback of several video dimensions and aspect ratios.
• Presentations - includes simple and more complex presentation styles.
• Sample Files - these provide examples of commonly used features in Animate.
A note about advertising templates
Advertising templates facilitate the creation of standard rich media types and sizes defined by the Interactive
Advertising Bureau (IAB) and accepted by the online advertising industry. For more information on IAB-endorsed ad
types, see the IAB site at IAB.net.
Test your ads for stability in various browser and platform combinations. Your ad application is considered stable if it
doesn’t cause error messages, browser crashes, or system crashes.
Work with webmasters and network administrators to create detailed test plans that include the tasks you expect your
audience to do within the ad. Example test plans are available at the IAB Rich Media testing section of IAB.net. Size and
file format requirements of ads can vary by vendor and website. Check with your vendor, ISP, or the IAB to learn about
these requirements that affect the ad’s design.
Use a template
1 Select File > New.
2 In the New File dialog box, click the Templates tab.
3 Select a template from one of the categories and click OK.
4 Add content to the FLA file that opens.
5 Save and publish the file.
• Replace the specified element with another element of the same type. Different options are available in the Find and
Replace dialog box depending on the type of specified element.
• Find and replace elements in the current document or the current scene.
• Search for the next occurrence or all occurrences of an element, and replace the current occurrence or all
occurrences.
Note: In a screen-based document, you can find and replace elements in the current document or the current screen, but
you can’t use scenes.
The Live Edit option lets you edit the specified element directly on the Stage. If you use Live Edit when searching for a
symbol, Animate opens the symbol in edit-in-place mode.
The Find and Replace Log at the bottom of the Find and Replace dialog box shows the location, name, and type of the
elements for which you are searching.
Frames/Layers/Parameters Searches frame labels, layer names, scene names, and component parameters.
Strings in ActionScript Searches strings (text between quotation marks) in ActionScript in the document or scene
(external ActionScript files are not searched).
ActionScript Searches all ActionScript, including code and strings.
6 To select the next occurrence of the specified text on the Stage and edit it in place, select Live Edit.
Note: Only the next occurrence is selected for live editing, even if you select Find All in step 7.
7 To find text, do one of the following:
• To find the next occurrence of the specified text, click Find Next.
• To find all occurrences of the specified text, click Find All.
8 To replace text, do one of the following:
• To replace the currently selected occurrence of the specified text, click Replace.
• To replace all occurrences of the specified text, click Replace All.
4 To select a color to replace the specified color, click the Color control under Replace With and do one of the
following:
• Select a color swatch from the color pop-up window.
• Enter a hexadecimal color value in the Hex Edit box in the color pop-up window.
• Click the System Color Picker button and select a color from the system color picker.
• To make the eyedropper tool appear, drag from the Color control. Select any color on your screen.
5 To specify which occurrence of the color to find and replace, select the Fills, Strokes, or Text option or any
combination of those options.
6 To select the next occurrence of the specified color on the Stage and edit it in place, select Live Edit.
Note: Only the next occurrence is selected for live editing, even if you select Find All in the next step.
7 Find a color.
• To find the next occurrence of the specified color, click Find Next.
• To find all occurrences of the specified color, Click Find All.
8 Replace a color.
• To replace the currently selected occurrence of the specified color, click Replace.
• To replace all occurrences of the specified color, click Replace All.
4 Under Replace With, for Name enter a sound, video, or bitmap filename or select a name from the pop-up menu.
5 To select the next occurrence of the specified sound, video, or bitmap on the Stage and edit it in place, select Live
Edit.
Note: Only the next occurrence is selected for editing, even if you select Find All in the next step.
6 Find a sound, video, or bitmap.
• To find the next occurrence of the specified sound, video, or bitmap, click Find Next.
• To find all occurrences of the specified sound, video, or bitmap, click Find All.
7 Replace a sound, video, or bitmap.
• To replace the currently selected occurrence of the specified sound, video, or bitmap, click Replace.
• To replace all occurrences of the specified sound, video, or bitmap, click Replace All.
Note that, you cannot undo some actions when using object-level Undo. Among these are entering and exiting Edit
mode; selecting, editing, and moving library items; and creating, deleting, and moving scenes.
To reapply a step to the same object or to a different object, use the Repeat command. For example, if you move a shape
named shape_A, select Edit > Repeat to move the shape again, or select another shape, shape_B, and select Edit >
Repeat to move the second shape by the same amount.
By default, Animate supports 100 levels of undo for the Undo menu command. Select the number of undo and redo
levels, from 2 to 300, in Animate Preferences.
By default, when you undo a step by using Edit > Undo or the History panel, the file size of the document does not
change, even if you delete an item in the document. For example, if you import a video file into a document, and undo
the import, the file size of the document still includes the size of the video file. Any items that you delete from a
document when performing an Undo command are preserved to in order to be able to restore the items with a Redo
command.
Keyboard shortcuts
Add Adds a new shortcut to the selected command. To add a new keyboard shortcut for the selected command,
click Add and enter a new key combination. Each command can one keyboard shortcut each; if a shortcut is already
assigned to a command, the Add button is disabled.
Undo Undo the last set shortcut for a command.
Copy to clipboard Copy the entire list of keyboard shortcuts to clipboard of your Operating System.
Go To Conflict Navigates to conflicting command. In case of a conflict when setting up a shortcut, a warning
message is displayed.
Save shortcuts to a preset Save the entire set of shortcuts to a preset. Preets can then be selected from the Keyboard
Layout Presets drop-down.
Delete Shortcut Deletes a selected shortcut.
Note: You cannot use single keys such as delete or page up, ones that are pre-defined for some generic tasks such as
deleting content, page scrolling, etc.
3 Click OK.
The timeline shows where animation occurs in a document, including frame-by-frame animation, tweened animation,
and motion paths. Controls in the layers section of the timeline let you hide, show, lock, or unlock layers, and display
layer content as outlines. You can drag timeline frames to a new location on the same layer or to a different layer.
Note: When an animation is played, the actual frame rate is displayed. This frame rate can differ from the document’s
frame rate setting if the computer cannot calculate and display the animation quickly.
Onion skinning
Do one of the following:
• Select the Onion skin icon (the icon to the left of the Loop icon) in the timeline. All frames between the Start
Onion Skin and End Onion Skin markers (in the timeline header) are superimposed as one frame in the Document
window.
• Select to display onion skinned frames as outlines.
For more information, see Use onion skinning
• To move the timeline when it is docked to the document window, drag the title bar tab at the upper-left corner of
the timeline.
• To dock an undocked timeline to the application window, drag the title bar tab to the top or bottom of the document
window.
• To dock an undocked timeline to other panels, drag the timeline title bar tab to the location you choose. To prevent
the timeline from docking to other panels, press control key while you drag. A blue bar appears to indicate where
the timeline will dock.
• To lengthen or shorten layer name fields in the timeline panel, drag the bar separating the layer names and the
frames portions of the timeline.
Timeline zoom
• Select the layer in the timeline and select Modify > Timeline > Layer Properties.
2 In the Layer Properties dialog box, select an option for layer height and click OK.
In the following screenshot, the timeline displays 20 frames per second (fps):
You can also hide the time markers on the timeline. Go to Edit > Preferences > General and select Hide time markers
on the timeline.
Convert to Frame-by-Frame animation option is available in Modify menu. You can also assign your desired keys in
keyboard shortcut dialog to perform these tasks.
While dragging, as shown in the following screenshot, you can view the animation in multiples such as x2, x3, and so
on.
In the following screenshot, you can view the extended span in multiple of x2. x2 is double the size of a selected span.
x3 is three times the original size of a span.
Navigating in timeline
Keyframe navigation
You can navigate between keyframes on the active layer using the Control menu. You can also use Alt+. or Alt+, to move
forward and backward to next or previous keyframes respectively in the timeline.
You can navigate between keyframes on the active layer using the left and right controls on the layer. Also, you can use
the menu and keyboard shortcuts.
Note: You can use page navigation shortcuts such as Alt+Shift+, for backward and Alt+Shift+. for forward navigation.
Optimization settings A. File Format menu B. Compression Quality menu C. Optimize menu
Quality Determines the level of compression. The higher the Quality setting, the more detail the compression
algorithm preserves. However, using a high Quality setting results in a larger file size than using a low Quality setting.
View the optimized image at several quality settings to determine the best balance of quality and file size.
Optimized Creates an enhanced JPEG with a slightly smaller file size. The Optimized JPEG format is recommended
for maximum file compression; however, some older browsers do not support this feature.
Progressive Displays the image progressively in a web browser. The image appears as a series of overlays, enabling
viewers to see a low-resolution version of the image before it downloads completely. The Progressive option requires
use of the Optimized JPEG format.
Note: Progressive JPEGs require more RAM for viewing and are not supported by some browsers.
Blur Specifies the amount of blur to apply to the image. This option applies an effect identical to that of the Gaussian
Blurfilter and allows the file to be compressed more, resulting in a smaller file size. A setting of 0.1 to 0.5 is
recommended.
Embed Color Profile (Photoshop) or ICC Profile (Illustrator) Preserves color profiles in the optimized file. Some
browsers use color profiles for color correction.
Matte Specifies a fill color for pixels that were transparent in the original image. Click the Matte color swatch to select
a color in the color picker, or select an option from the Matte menu: Eyedropper Color (to use the color in the
eyedropper sample box), Foreground Color,Background Color, White, Black, or Other (to use the color picker).
Pixels that were fully transparent in the original image are filled with the selected color; pixels that were partially
transparent in the original image are blended with the selected color.
GIF options
Lossy (GIF only) Reduces file size by selectively discarding data. A higher Lossy setting results in more data being
discarded. You can often apply a Lossy value of 5–10, and sometimes up to 50, without degrading the image. The Lossy
option can reduce file size by 5% to 40%.
Note: You cannot use the Lossy option with the Interlaced option or with Noise or Pattern Dither algorithms.
Color Reduction Method and Colors Specifies a method for generating the color lookup table and the number of colors
you want in the color lookup table. You can select one of the following color reduction methods:
Perceptual Creates a custom color table by giving priority to colors for which the human eye has greater sensitivity.
Selective Creates a color table similar to the Perceptual color table, but favoring broad areas of color and the
preservation of web colors. This color table usually produces images with the greatest color integrity. Selective is the
default option.
Adaptive Creates a custom color table by sampling colors from the predominant spectrum in the image. For example,
an image with only the colors green and blue produces a color table made primarily of greens and blues. Most images
concentrate colors in particular areas of the spectrum.
Restrictive (Web) Uses the standard 216-color color table common to the Windows and Mac OS 8-bit (256-color)
palettes. This option ensures that no browser dither is applied to colors when the image is displayed using 8-bit color.
(This palette is also called the web-safe palette.) Using the web palette can create larger files, and is recommended only
when avoiding browser dither is a high priority.
Custom Uses a color palette that is created or modified by the user. If you open an existing GIF or PNG-8 file, it will
have a custom color palette.
Note: Use the Color Table palette in the Save For Web & Devices dialog box to customize the color lookup table.
Black and White, Grayscale, Mac OS, Windows Use a set palette of colors.
Dithering Method and Dither Determines the method and amount of application dithering. Dithering refers to the
method of simulating colors not available in the color display system of your computer. A higher dithering percentage
creates the appearance of more colors and more detail in an image, but can also increase the file size. For optimal
compression, use the lowest percentage of dither that provides the color detail you require. Images with primarily solid
colors may work well with no dither. Images with continuous-tone color (especially color gradients) may require
dithering to prevent color banding.
GIF image with 0% dither (left), and with 100% dither (right)
• To make fully transparent pixels transparent and blend partially transparent pixels with a color, select Transparency
and select a matte color.
• To fill fully transparent pixels with a color and blend partially transparent pixels with the same color, select a matte
color and deselect Transparency.
• To select a matte color, click the Matte color swatch and select a color in the color picker. Alternatively, select an
option from the Matte menu: Eyedropper Color (to use the color in the eyedropper sample box), Foreground
Color, Background Color, White, Black, or Other (to use the color picker).
Note: The Foreground Color andBackground Color options are only available in Photoshop.
A. Original image B. Transparency selected with a matte color C. Transparency selected with no matting
D. Transparency deselected with a matte color
Transparency Dithering When the Transparency option is selected, you can choose a method for dithering partially
transparent pixels:
• No Transparency Dither applies no dither to partially transparent pixels in the image.
• DiffusionTransparency Dither applies a random pattern that is usually less noticeable than Pattern dither. The dither
effects are diffused across adjacent pixels. If you select this algorithm, specify a Dither percentage to control the
amount of dithering that is applied to the image.
• Pattern Transparency Dither applies a halftone-like square pattern to partially transparent pixels.
• Noise Transparency Dither applies a random pattern similar to the Diffusion algorithm, but without diffusing the
pattern across adjacent pixels. No seams appear with the Noise algorithm.
Example of Pattern Transparency dithering (left) and applied to a web page background (right)
Interlace Displays a low-resolution version of the image in a browser while the full image file is downloading.
Interlacing can make downloading time seem shorter and can assure viewers that downloading is in progress. However,
interlacing also increases file size.
Web Snap Specifies a tolerance level for shifting colors to the closest web palette equivalents (and prevent the colors
from dithering in a browser). A higher value shifts more colors.
Select a slice that is optimized in GIF or PNG-8 format. The color table for the selected slice appears in the
SaveFor Web & Devices color table.
If an image has multiple slices, the colors in the color table may vary between slices (you can link the slices first to
prevent this from happening). If you select multiple slices that use different color tables, the color table is empty and its
status bar displays the message “Mixed.”
Shift a color
You can change a selected color in the color table to any other RGB color value. When you regenerate the optimized
image, the selected color changes to the new color wherever it appears in the image.
1 Double-click the color in the color table to display the default color picker.
2 Select a color.
The original color appears at the upper left of the color swatch and the new color at the lower right. The small square
at the lower right of the color swatch indicates that the color is locked. If you shift to a web-safe color, a small white
diamond appears at the center of the swatch.
3 To revert a shifted color to its original color, do one of the following:
• Double-click the swatch for the shifted color. The original color is selected in the color picker. Click OK to restore
the color.
• To revert all shifted colors in a color table (including web-shifted colors), choose Unshift All Colors from
the Color Tablepalette menu.
PNG-24 options
Interlace Displays a low-resolution version of the image in a browser while the full image file is downloading.
Interlacing can make downloading time seem shorter and can assure viewers that downloading is in progress. However,
interlacing also increases file size.
Camera workspace
A Stage outline B Camera icon C Camera properties D Camera color effects E Camera tool F Camera icon G Camera layer
The stage now behaves as a camera for the document. A new camera layer with the camera object is added to the
Timeline panel. When you select the camera tool, the camera icon is enabled in the Property inspector.
When the camera is enabled:
• The current document is placed in the camera mode.
• The stage is turned into a camera.
• Camera border is visible in the stage boundary.
• Camera layer is selected.
2 To zoom into the scene, modify the zoom values or select the slider bar at the bottom of the stage.
3 To zoom in the content, move the slider toward the + side and to zoom out the content move the slider toward - side.
4 To enable infinite level of zoom values on either side, release the slider to snap it back to the middle position.
To pan objects in horizontal direction, move the mouse over x coordinate value and drag the slider to right or left.
To pan objects in vertical direction, move the mouse over y coordinate value and drag the slider to right or left.
Camera properties
2 Modify the tint value (percentage) and the RGB tint color for the current frame.
Note: This feature is supported for AS3 and WebGL document types.
You can view the depth and perspective of objects with this effect.
• The objects that are closer to the camera move faster than the objects that are far-away from the camera.
• When camera layer is at 0 value, the objects closer to the camera possess lower positive number. And, the objects
far-away from the camera possess high positive number. The layers that are behind the camera possess negative
numbers.
When you attach a layer to the camera, objects in that layer are pinned to the camera and always move along with the
camera. So, they appear to be unaffected by camera movements in the output.
You can attach a single layer to camera by clicking the dot in the attach camera icon's column. If the layer is attached to
camera, a representative icon appears next to that layer name.
The following illustrations depict the layer behavior before and after attaching it to the camera:
Illustration depicting an animation when layer is not attached to camera:
Illustration depicting an animation when layer is attached to the camera:
You can also attach or detach all the layers from the camera by clicking the attach camera icon in the timeline.
Illustration showing all the layers when they are attached to camera
HTML canvas VirtualCamera var cameraObj = Get the camera object. Ensure
AdobeAn.VirtualCamera.getCam that you enable the camera while
era(exportRoot); authoring the content.
Note: All the methods are applicable for AS3 document type. Some of the methods are not available for WebGL and HTML
canvas types. The methods that are applicable/not applicable for WebGL and HTML canvas are indicated in the last two
columns of the table.
You can find a sample video below, which demonstrates the usage of interactive camera. You can observe how you can
vary the focus at runtime on parachute, jet pack, and the urban landscape at various intervals.
Overview
Adobe Animate offers several ways to use sound. Make sounds that play continuously, independent of the Timeline, or
use the Timeline to synchronize animation to a sound track. Add sounds to buttons to make them more interactive,
and make sounds fade in and out for a more polished sound track.
There are two types of sounds in Animate: event sounds and stream sounds. An event sound must download
completely before it begins playing, and it continues playing until explicitly stopped. Stream sounds begin playing as
soon as enough data for the first few frames has been downloaded; stream sounds are synchronized to the Timeline for
playing on a website.
If you are creating Animate content for mobile devices, Animate also lets you include device sounds in your published
SWF file. Device sounds are encoded in the device’s natively supported audio format, such as MIDI, MFi, or SMAF.
You can use shared libraries to link a sound to multiple documents. You can also use the ActionScript® 2.0
onSoundComplete event or ActionScript® 3.0 soundComplete event to trigger an event based on the completion of a
sound.
You can load sounds and control sound playback using prewritten behaviors or media components; the latter also
provide a controller for stop, pause, rewind, and so on. You can also use ActionScript 2.0 or 3.0 to load sounds
dynamically.
For more information, see attachSound (Sound.attachSound method) and loadSound (Sound.loadSound method)in
ActionScript 2.0 Language Reference or Sound class in ActionScript 3.0 Language and Components Reference.
Note: ActionScript 2.0 and ActionScript 1.0 are not supported with Animate CC.
Importing sounds
You place sound files into Animate by importing them into the library or directly importing them to stage.
The File > Import > Import to Library menu option places the audio only in the library, and not on the timeline.
When you import an audio file using File > Import > Import to Stage menu option or by dragging and dropping the
audio file directly to the timeline, the audio will be placed on active frame of the active layer. If you drag and drop
multiple audio files, only one audio file will be imported because one frame can contain only one audio.
To import audio, use one of the following methods:
• To import an audio file to library, select File > Import > Import To Library and select the audio file that you want to
import.
• To import an audio file to stage, select File > Import > Import To Stage and select the audio file that you want to
import.
• Drag-and-drop the audio file directly to the stage.
Note: You can also drag a sound from a common library into the library for the current document.
Animate stores sounds in the library along with bitmaps and symbols. You need only one copy of a sound file to use
that sound multiple ways in your document.
If you want to share sounds among Animate documents, you can include the sounds in shared libraries.
Animate includes a Sounds library containing many useful sounds that can be used for effects. To open the Sounds
library, choose Window > Common Libraries > Sounds. To import a sound from the Sounds library to your Animate
file, drag the sound from the Sounds library to the Library panel of your Animate file. You can also drag sounds from
the Sounds library to other shared libraries.
Sounds can use large amounts of disk space and RAM. However, mp3 sound data is compressed and smaller than WAV
or AIFF sound data. Generally, when using WAV or AIFF files, it’s best to use 16-22 kHz mono sounds (stereo uses twice
as much data as mono), but Animate can import either 8- or 16-bit sounds at sample rates of 11, 22, or 44 kHz. Sounds
recorded in formats that are not multiples of 11 kHz (such as 8, 32, or 96 kHz) are resampled when imported into
Animate. Animate can convert sounds to lower sample rates on export.
If you want to add effects to sounds in Animate , it’s best to import 16-bit sounds. If you have limited RAM, keep your
sound clips short or work with 8-bit sounds instead of 16-bit sounds.
Note: To import or play sounds in Animate, pre-installing QuickTime or iTunes is not needed.
Note that you can only add one audio file at a time. Dragging and dropping multipe audio files will import only one
audio file to the timeline.
3 With the new sound layer selected, drag the sound from the Library panel onto the Stage. The sound is added to the
current layer.
You can place multiple sounds on one layer or on layers containing other objects. However, it is recommended that
each sound be placed on a separate layer. Each layer acts as a separate sound channel. The sounds on all layers are
combined when you play the SWF file.
4 In the Timeline, select the first frame that contains the sound file.
5 Select Window > Properties, and click the arrow in the upper-right corner to expand the Property inspector.
6 In the Property inspector, select the sound file from the Sound pop-up menu.
7 Select an effect option from the Effects pop-up menu:
None Applies no effects to the sound file. Select this option to remove previously applied effects.
Left Channel/Right Channel Plays sound in the left or right channel only.
Fade Left To Right/Fade Right To Left Shifts the sound from one channel to the other.
Fade Out Gradually decreases the volume of a sound over its duration.
Custom Lets you create custom in and out points of sound using the Edit Envelope.
Note: Effects are not supported on WebGL and HTML5 Canvas documents.
8 Select a synchronization option from the Sync pop-up menu:
Event Synchronizes the sound to the occurrence of an event. An event sound plays when its starting keyframe first
appears and the plays in its entirety, independently of the playhead in the Timeline, even if the SWF file stops
playing. Event sounds are mixed when you play your published SWF file.
If an event sound is playing and the sound is instantiated again (for example, by the user clicking a button again, or
the playhead passing the starting keyframe of the sound), the first instance of the sound continues to play and
another instance of the same sound begins to play simultaneously. Keep this in mind when using longer sounds, as
they can potentially overlap, causing unintended audio effects.
Start The same as Event, except that if the sound is already playing, no new instance of the sound plays.
Stream Synchronizes the sound for playing on a website. Animate forces animation to keep pace with stream
sounds. If Animate can’t draw animation frames quickly enough, it skips frames. Unlike event sounds, stream
sounds stop if the SWF file stops playing. Also, a stream sound can never play longer than the length of the frames
it occupies. Stream sounds are mixed when you publish your SWF file.
An example of a stream sound is the voice of a character in an animation that plays in multiple frames.
Animate remembers the audio sync options in property inspector. If a sound is selected from the “Sound” section
of the Properties Inspector, then on trying to set another sound on a new keyframe from the Properties Inspector,
Animate remembers the sync options “Stream” or “Event” of the previous sound.
Note: If you use an mp3 sound as a stream sound, you must recompress the sound for export. You can export the sound
as an mp3 file, with the same compression settings that it had on import.Stream setting is not supported in WebGL and
HTML5 Canvas documents.
9 Enter a value for Repeat to specify the number of times the sound should loop, or select Loop to repeat the sound
continuously.
For continuous play, enter a number large enough to play the sound for an extended duration. For example, to loop
a 15-second sound for 15 minutes, enter 60. Looping stream sounds is not recommended. If a stream sound is set
to loop, frames are added to the file and the file size is increased by the number of times the sound is looped.
10 To test the sound, drag the playhead over the frames containing the sound or use commands in the Controller or
the Control menu.
Video
Editing sounds
3 Click the Edit button on the right side of the Property inspector.
4 Do any of the following:
• To change the start and end points of a sound, drag the Time In and Time Out controls in the Edit Envelope.
• To change the sound envelope, drag the envelope handles to change levels at different points in the sound.
Envelope lines show the volume of the sound as it plays. To create additional envelope handles (up to eight total),
click the envelope lines. To remove an envelope handle, drag it out of the window.
• To display more or less of the sound in the window, click the Zoom In or Out buttons.
• To switch the time units between seconds and frames, click the Seconds and Frames buttons.
5 To hear the edited sound, click the Play button.
5 Right-click on the frame at which you want to split the audio and click Split Audio.
What is SVG?
Scalable Vector Graphics (SVG) is an XML markup language for describing two-dimensional images. SVG files provide
resolution independent, HiDPI graphics on the web, in print, and on mobile devices in a compact format. You can style
an SVG with CSS, and the support of scripting and animation makes SVG an integral part of the web platform.
Some common image formats of the web, such as GIF, JPEG, and PNG, are bulky and are usually of low resolution. The
SVG format offers a lot more value by allowing you to describe images in terms of vector shapes, text, and filter-effects.
SVG files are compact and provide high-quality graphics on the web and on handheld devices that have resource
constraints, as well. You can magnify the view of an SVG image on-screen without compromising on sharpness, detail,
or clarity. In addition, SVG provides superior support for text and colors, which ensures that you will see images as they
appear on Stage. The SVG format is entirely XML-based and offers many advantages to developers and other users
alike.
? Click Ok.
Note: Some Animate features are not supported by SVG format. Content created using these features are either removed or
defaulted to a supported feature when exporting. For more information, see this article .
Alternatively, you could also use the Publish Settings dialog to export SVG files from within Animate CC (File >
Publish Settings). Select the SVG option from the Other formats section to export SVG files.
Note: It is recommended that you view SVG on modern browsers with latest updates only. This is because, some graphic
filters and color effects may not render correctly on older versions of browsers such as Internet Explorer 9.
largest possible audience without the hassle of setting up and maintaining your own streaming server hardware and
network.
To control video playback and provide intuitive controls for users to interact with the streaming video, use the
FLVPlayback component, Adobe® ActionScript®, or the Open Source Media Framework (OSMF). For more
information about using the OSMF, see the OSMF documentation.
Progressively download video from a web server If you don’t have access to Adobe Media Server or FVSS, or your
video needs are for a low-volume website with only limited amounts of video content, you can consider progressive
downloading. Progressively downloading a video clip from a web server doesn’t provide the real-time performance that
Adobe Media Server does; however, you can use relatively large video clips, and keep the size of your published SWF
files to a minimum.
To control video playback and provide intuitive controls for users to interact with the video, use the FLVPlayback
component or ActionScript.
Embed video in the Animate document You can embed a small, short-duration video file directly into the
Animate document, and publish it as part of the SWF file. Embedding video content directly into the Animate SWF file
significantly increases the size of published file, and is only suitable for small video files (typically less then 10 seconds
in length). In addition, the audio to video synchronization (also known as audio/video sync) can become mis-
synchronized when using longer video clips embedded in the Animate document. Another disadvantage to embedding
video within the SWF file is that you cannot update the video without republishing the SWF file.
Note: When you try to publish your FLA with H264 video content on a layer that is neither a guide layer nor a hidden
layer, a warning message appears that the platform you are publishing to does not support embedded H.264 videos.
Codec SWF version (publish version) Flash Player version (required for
playback)
Sorenson Spark 6 6, 7, 8
7 7, 8, 9, 10
On2 VP6 6, 7, 8 8, 9, 10
• Use the separate Adobe Media Encoder application (included with Animate) to convert other video formats to F4V.
For instructions, see Create video for use in Animate .
• There are different ways of adding video to Animate, each with advantages in different situations. See below for a
list of these methods.
• Animate includes a Video Import Wizard that opens when you choose File > Import > Import Video.
• Using the FLVPlayback component is the simplest way to quickly get video playing in a Animate file.
For instructions, see Progressively download video using a web server.
You can also import a video file that is already uploaded to a standard web server, an Adobe Media Server (AMS), or
Flash Video Streaming Service (FVSS).
1 Select File > Import > Import Video to import the video clip into the current Animate document.
2 Select the video clip to import. You can select either a video clip located on your local computer, or enter the URL
of a video already uploaded to a web server or Adobe Media Server.
• To import video located on your local computer, select Load external video with playback component.
• To import video already deployed to a web server, Adobe Media Server, or Flash Video Streaming Service, select
Already deployed to a web server, Flash Video Streaming Service, or Stream From Adobe Media Server, and enter
the URL of the video clip.
note: The URL for a video clip located on a web server will use the http communication protocol. The URL for
a video clip located on a Adobe Media Server or Flash Streaming Service will use the RTMP communication
protocol.
3 Select a skin for your video clip. You can choose to:
• Not use a skin with the FLVPlayback component by selecting None.
• Select one of the predefined FLVPlayback component skins. Animate copies the skin into the same folder as the
FLA file.
note: FLVPlayback component skins are slightly different depending on whether you are creating an AS2- or
AS3-based Animate document.
• Select a custom skin of your own design by entering the URL of the skin on the web server.
note: If you choose to use a custom skin invoked from a remote location, then live preview will not be available
for the video on Stage.
4 The Video Import Wizard creates an FLVPlayback video component on the Stage that you can use to test video
playback locally. When you finish creating your Animate document and want to deploy the SWF file and video clip,
upload the following assets to the web server or Adobe Media Server hosting your video:
• If using a local copy of the video clip, upload the video clip (which is located in the same folder as the source
video clip you selected with a .flv extension)
note: Animate uses a relative path to point to the FLV or F4V file (relative to the SWF file), letting you use the
same directory structure locally that you use on the server. If the video was previously deployed to your FMS or
the FVSS hosting your video, you can skip this step.
• The video skin (if you chose to use a skin)
To use a predefined skin, Animate copies the skin into the same folder as the FLA file.
• The FLVPlayback component
To edit the FLVPlayback component’s URL field to that of the web server or Adobe Media Server that you are
uploading the video to, use the Component inspector (Windows > Component inspector) to edit the contentPath
parameter.
Streaming video with Adobe Media Server provides the following advantages over embedded and progressively
downloaded video:
• Video playback starts sooner than it does using other methods of incorporating video.
• Streaming uses less of the client's memory and disk space, because the clients don’t need to download the entire file.
• Network resources are used more efficiently, because only the parts of the video that are viewed are sent to the client.
• Delivery of media is more secure, because media is not saved to the client’s cache when streamed.
• Streaming video provides better tracking, reporting, and logging ability.
• Streaming lets you deliver live video and audio presentations, or capture video from a web cam or digital video
camera.
• Adobe Media Server enables multiway and multiuser streaming for video chat, video messaging, and video
conferencing applications.
• By using server-side scripting to control video and audio streams, you can create server-side play lists, synchronized
streams, and more intelligent delivery options based on the client’s connection speed.
To learn more about Adobe Media Server, see www.adobe.com/go/flash_media_server.
To learn more about Flash Video Streaming Service, see www.adobe.com/go/learn_fvss_en.
• At runtime, the entire video must fit into the local memory of the playback computer.
• The length of an imported video file cannot exceed 16000 frames.
• The video frame rate and Animate Timeline frame rate must be the same. Set the frame rate of your Animate file to
match the frame rate of the embedded video.
You can preview frames of an embedded video by dragging the playhead along the Timeline (scrubbing). Note that the
video sound track does not play back during scrubbing. To preview the video with sound, use the Test Movie command.
By default, Animate expands the Timeline to accommodate the playback length of the video clip you are embedding.
If the video file contains audio that you don't want to import, deselect Include audio.
6 Click Next. Review the confirmation messages and click Finish.
The Video Import wizard embeds the video into the SWF file. The video appears either on the Stage or in the library
depending on the embedding options you chose.
7 In the Property inspector (Window > Properties), give the video clip an instance name, and make any modifications
to the video clip’s properties.
• Click Swap. Select a video clip to replace the clip currently assigned to the instance.
note: You can swap an embedded video clip only with another embedded video clip, and you can swap a linked video
clip only with another linked video clip.
• Encoded cue points. These are cue points you add when encoding video with Adobe Media Encoder. For more
information about adding cue points in Adobe Media Encoder, see Using Adobe Media Encoder. Encoded cue
points can be accessed by other applications in addition to Animate.
• ActionScript cue points. These are cue points you add to a video with the Property inspector in Animate.
ActionScript cue points are accessible only to Animate and Flash Player. For more information about ActionScript
cue points, see Understanding Cue Points in the ActionScript 3.0 Developer’s Guide.
When an FLVPlayback component instance is selected on the Stage, the video cue points list appears in the Property
inspector. You can also preview the entire video on the Stage and add ActionScript cue points using the Property
inspector while previewing the video, including videos served by Adobe Media Server.
To work with cue points in the Property inspector:
1 Import video as progressive download, or place the FLVPlayback component on the stage and specify the source
video. You can specify the source video in the Property inspector.
2 In the Property inspector, click Cue Points to expand the section, if it's not already open.
3 Click the Add button (+) to add an ActionScript cue point, and the Delete button (-) to delete an existing cue point.
You can specify the time by dragging the mouse right or left to increase or decrease the timecode value, or by typing
in a value.
4 To add a parameter to a cue point, select the ActionScript cue point and click the Add button (+) at the bottom of
Parameters section.
5 You can rename the ActionScript cue points and any parameters by clicking in the name field and editing the name.
You can import and export lists of cue point from within the Property inspector. Only ActionScript cue points can be
imported to avoid conflicts with cue points that have already been embedded inside the video during encoding.
The Import and Export cue point buttons at the top of Cue Points section allow you to import or export cue point lists
in XML format. When exporting, the list includes all Navigation and Event cue points which are embedded in the video,
along with all ActionScript cue points you have added. When importing, a dialog showing the number of ActionScript
cue points imported is displayed.
Transforming objects
You can transform graphic objects, as well as groups, text blocks, and instances, by using the Free Transform tool or the
options in the Modify > Transform menu. Depending on the type of element you select, you can transform, rotate, skew,
scale, or distort the element. You can change or add to a selection during a transformation operation.
When you transform an object, group, text box, or instance, the Property inspector for that item displays any changes
made to the item’s dimensions or position.
A bounding box appears during transform operations that involve dragging. The bounding box is rectangular (unless
it was modified with the Distort command or the Envelope modifier), with its edges initially aligned parallel to the
edges of the Stage. Transformation handles are located on each corner and in the middle of each side. As you drag, the
bounding box previews the transformations.
Coordinate grid; Info panel with Registration/Transformation Point button in transformation mode, and with x and y coordinates of the
selection transformation point visible.
Distort objects
When you apply a Distort transformation to a selected object, dragging a corner handle or an edge handle on the
bounding box moves the corner or edge and realigns the adjoining edges. Shift-drag a corner point to constrain the
distortion to a taper—that is, move that corner and the adjoining corner an equal distance and in the opposite direction
from each other. The adjoining corner is the corner on the same axis as the direction you drag. Control-click
(Windows) or Command-click (Macintosh) to drag a middle point on an edge to move the entire edge freely.
You can distort graphic objects by using the Distort command. You can also distort objects when performing a free
transform on them.
note: The Distort command cannot modify symbols, shape primitives, bitmaps, video objects, sounds, gradients, object
groups, or text. If a multiple selection contains any of these items, only the shape objects are distorted. To modify text, first
convert the characters to shape objects.
1 Select a graphic object or objects on the Stage.
2 Select Modify > Transform > Distort.
3 Place the pointer on one of the transformation handles and drag.
4 To end the transformation, click outside the selected object or objects.
Scale objects
Scaling an object enlarges or reduces the object horizontally, vertically, or both.
1 Select a graphic object or objects on the Stage.
2 Select Modify > Transform > Scale.
3 Do one of the following:
• To scale the object both horizontally and vertically, drag one of the corner handles. Proportions are maintained
as you scale. Shift-drag to scale nonuniformly.
Skew objects
Skewing an object transforms it by slanting it along one or both axes. You can skew an object by dragging or by entering
a value in the Transform panel.
1 Select the object or objects.
2 Select Window > Transform.
3 Click Skew.
4 Enter angles for the horizontal and vertical values.
Flip objects
You can flip objects across their vertical or horizontal axis without moving their relative position on the Stage.
1 Select the object.
2 Select Modify > Transform > Flip Vertical or Flip Horizontal.
Combining objects
To create new shapes by combining or altering existing objects, use the Combine Objects commands in the Modify
menu (Modify > Combine Objects). In some cases, the stacking order of selected objects determines how the operation
works.
Each command applies to specific types of graphic objects, which are noted below. A merge shape is a shape drawn with
a tool set to Merge Drawing mode. A drawing Object is a shape drawn with a tool set to Object Drawing mode.
The Combine Objects commands are:
Union Joins two or more merge shapes or drawing objects. The result is a single Object Drawing mode shape consisting
of all the portions visible on the shapes before they were unified. The unseen, overlapping portions of the shapes are
deleted. note: Unlike when you use the Group command (Modify > Group), you cannot break apart shapes joined by using
the Union command.
Intersect Creates an object from the intersection of two or more drawing objects. The resulting Object Drawing shape
consists of the overlapping portions of the combined shapes. Any part of the shape that doesn’t overlap is deleted. The
resulting shape uses the fill and stroke of the top-most shape in the stack.
Punch Removes portions of a selected drawing object as defined by the overlapping portions of another selected
drawing object positioned in front of it. Any part of a drawing object that is overlapped by the top-most object is
deleted, and the top-most object is deleted entirely. The resulting objects remain separate and are not combined into a
single object (unlike the Union or Intersect commands, which join the objects together).
Crop Uses the outline of one drawing object to crop another drawing object. The front or top-most object defines the
shape of the cropped area. Any part of an underlying drawing object that overlaps with the top-most object remains,
while all other portions of the underlying objects are deleted, and the top-most object is deleted entirely. The resulting
objects remain separate, and are not combined into a single object (unlike the Union or Intersect commands, which
join the objects).
Create instances
After you create a symbol, you can create instances of that symbol throughout your document, including inside other
symbols. When you modify the symbol, Animate CC (formerly Flash Professional CC) updates all instances of the
symbol.
You can give names to instances from the Property inspector. Use the instance name to refer to an instance in
ActionScript. To control instances with ActionScript®, give each instance within a single timeline a unique name.
To specify color effects, assign actions, set the graphic display mode, or change the behavior of new instances, use the
Property inspector. The behavior of the instance is the same as the symbol behavior, unless you specify otherwise. Any
changes you make affect only the instance and not the symbol.
Create an instance of a symbol
1 Select a layer in the Timeline. Animate can place instances only in keyframes, always on the current layer. If you don’t
select a keyframe, Animate adds the instance to the first keyframe to the left of the current frame.
Note: A keyframe is a frame in which you define a change in the animation. For more information, see Inserting frames
in the timeline.
2 Select Window > Library.
3 Drag the symbol from the library to the Stage.
4 If you created an instance of a graphic symbol, to add the number of frames that will contain the graphic symbol,
select Insert > Timeline > Frame.
Apply a custom name to an instance
1 Select the instance on the Stage.
2 Select Window > Properties, and enter a name in the Instance Name box.
Note: If you apply a color effect to a movie clip symbol that has multiple frames, Animate applies the effect to every frame
in the movie clip symbol.
1 Select the instance on the Stage, and select Window > Properties.
2 In the Property inspector, select one of the following options from the Style menu in the Color Effect section:
Brightness Adjusts the relative lightness or darkness of the image, measured on a scale from black (–100%) to white
(100%). To adjust brightness, click the triangle and drag the slider or enter a value in the box.
Tint Colors the instance with the same hue. To set the tint percentage from transparent (0%) to completely saturated
(100%), use the Tint slider in the Property inspector. To adjust tint, click the triangle and drag the slider or enter a
value in the box. To select a color, enter red, green, and blue values in the respective boxes, or click the Color control
and select a color from the Color Picker.
Alpha Adjusts the transparency of the instance, from transparent (0%) to completely saturated (100%). To adjust
the alpha value, click the triangle and drag the slider or enter a value in the box.
Advanced Separately adjusts the red, green, blue, and transparency values of an instance. This is most useful to
create and animate subtle color effects on objects such as bitmaps. The controls on the left let you reduce the color
or transparency values by a specified percentage. The controls on the right let you reduce or increase the color or
transparency values by a constant value.
The current red, green, blue, and alpha values are multiplied by the percentage values, and then added to the
constant values in the right column, producing the new color values. For example, if the current red value is 100,
setting the left slider to 50% and the right slider to 100% produces a new red value of 150 ([100 x .5] + 100 = 150).
note: The Advanced settings in the Effect panel implement the function (a * y+ b)= x where a is the percentage specified
in the left set of boxes, y is the color of the original bitmap, b is the value specified in the right set of boxes, and x is the
resulting effect (between 0 and 255 for RGB, and 0 and 100 for alpha transparency).
You can also change the color of an instance using the ActionScript ColorTransform object. For detailed
information on the Color object, see ColorTransform in ActionScript 2.0 Language Reference or ActionScript 3.0
Language and Components Reference.
For example, suppose you are creating a cartoon with a rat symbol for your character, but decide to change the character
to a cat. You could replace the rat symbol with the cat symbol and have the updated character appear in roughly the
same location in all your frames.
Assign a different symbol to an instance
1 Select the instance on the Stage, and select Window > Properties.
2 Click the Swap button in the Property inspector.
3 Select a symbol to replace the symbol currently assigned to the instance. To duplicate a selected symbol, click
Duplicate Symbol and click OK.
Duplicating lets you base a new symbol on an existing one in the library and minimizes copying if you’re making
several symbols that differ slightly.
Replace all instances of a symbol
? Drag a symbol with the same name as the symbol you are replacing from one Library panel into the Library panel
of the FLA file you are editing and click Replace. If you have folders in the library, the new symbol must be dragged
into the same folder as the symbol you are replacing.
3 To specify the first frame of the graphic symbol to display when looping, enter a frame number in the First text box.
The Single Frame option also uses the frame number you specify here.
Frame Picker
Fame Picker helps you to visually preview and choose the first frame for a graphic symbol. In previous releases, you
could not preview the frames without getting within the symbol in Edit mode. This feature enhances user experience
for animation workflows such as Lip Sync.
Note: Frame Picker panel works only with graphic symbols and is disabled for movie clip or button symbol types. Ensure
that you have Convert selected elements to a symbolbefore you work with this feature.Working with symbols in Animate
CC Convert selected elements to a symbol
1 Select a Graphic symbol > Properties Panel > Looping > Use Frame Pickerbutton to display the Frame Picker panel
or select Window >Frame Picker.
Frame Picker
2 In the Frame Picker panel, select List or Thumbnail view to display all the frame previews of the selected graphic
symbol. You can also view the frame numbers and their labels.
List Displays the frames in a vertical list view.
Thumbnail Displays frames are in grid view and re-adjusts when the panel is resized.
Create Keyframe This option enables you to create a Keyframe automatically when you select a position from the
framepicker panel.
Loop Displays the various looping options for graphics such as Loop, Play once, and Single frame.
Slider arrow Adjusts preview size
Slider left button Fits more frames in view
Slider right button Fits less frames in view
Filter frame options dropdown Displays the various filter frame options
List view
Thumbnail view
3 Use the Slideror the Zoom buttons to adjust the preview or thumbnail size. Adjust the Slider to the left corner of the
panel to view more frames in the view. If you move the Slider to the right corner, you can view bigger previews.
4 Click on any frame to set it as the First Frame for the selected symbol.
Create Keyframe
Frame Picker panel offers a Create Keyframe check box that allows automatic creation of Keyframes when selecting a
frame in the Frame Picker panel. You can also set looping option of Graphic symbols from within the Frame Picker
panel.
You can invoke the Frame Picker panel by selecting a Graphic symbol
> Properties Panel > Looping >Use Frame Picker button to display the Frame Picker or by
selecting Window > Frame Picker.
View any actions assigned to a button or movie clip in the Actions panel.
Get information about an instance
1 Select the instance on the Stage.
2 Display the Property inspector (Window > Properties) or panel to use:
• To display the Info panel, select Window > Info.
• To display the Movie Explorer, select Window > Movie Explorer.
• To display the Actions panel, select Window > Actions.
View the symbol definition for the selected symbol in the Movie Explorer
1 Click the Show Buttons, Movie Clips, and Graphics button at the top of the Movie Explorer.
2 Right-click (Windows) or Control-click (Macintosh), and select Show Symbol Instances and Go To Symbol
Definition; or select these options from the menu in the upper-right corner of the Movie Explorer.
Jump to the scene containing instances of a selected symbol
1 Display the symbol definitions.
2 Right-click (Windows) or Control-click (Macintosh), and select Show Movie Elements and Go To Symbol
Definition; or select these options from the menu in the upper-right corner of the Movie Explorer.
About drawing
The drawing tools in Adobe Animate CC let you create and modify lines and shapes for the artwork in your documents.
The lines and shapes you create in Animate are all lightweight vector graphics, which help keep your FLA file size small.
Before you draw and paint in Animate, it is important to understand how Animate creates artwork, and how drawing,
painting, and modifying shapes can affect other shapes on the same layer.
When you edit a vector graphic, you modify the properties of the lines and curves that describe its shape. Move, resize,
reshape, and change the color of a vector graphic without changing the quality of its appearance. Vector graphics are
resolution independent; that is, they can be displayed on output devices of varying resolutions without losing any
quality.
Bitmap graphics
Bitmap graphics describe images using colored dots, called pixels, arranged in a grid. For example, the image of a leaf
is described by the specific location and color value of each pixel in the grid, creating an image in much the same
manner as a mosaic.
When you edit a bitmap graphic, you modify pixels rather than lines and curves. Bitmap graphics are resolution
dependent, because the data describing the image is fixed to a grid of a particular size. Editing a bitmap graphic can
change the quality of its appearance. In particular, resizing a bitmap graphic can make the edges of the image ragged as
pixels are redistributed within the grid. Displaying a bitmap graphic on an output device that has a lower resolution
than the image itself also degrades its quality.
Paths
Whenever you draw a line or shape in Animate, you create a line called a path. A path is made up of one or more straight
or curved segments. The beginning and end of each segment is denoted by anchor points, which work like pins holding
a wire in place. A path can be closed (for example, a circle), or open, with distinct endpoints (for example, a wavy line).
You change the shape of a path by dragging its anchor points, the direction points at the end of direction lines that
appear at anchor points, or the path segment itself.
Components of a path
A Selected (solid) endpoint B Selected anchor point C Unselected anchor point D Curved path segment E Direction point F Direction line.
Paths can have two kinds of anchor points: corner points and smooth points. At a corner point, a path abruptly changes
direction. At a smooth point, path segments are connected as a continuous curve. You can draw a path using any
combination of corner and smooth points. If you draw the wrong type of point, you can always change it.
Points on a path
A Four corner points B Four smooth points C Combination of corner and smooth points.
A corner point can connect any two straight or curved segments, while a smooth point always connects two curved
segments.
A corner point can connect both straight segments and curved segments.
Note: Don’t confuse corner and smooth points with straight and curved segments.
A path outline is called a stroke. A color or gradient applied to an open or closed path interior area is called a fill. A
stroke can have weight (thickness), color, and a dash pattern. After you create a path or shape, you can change the
characteristics of its stroke and fill.
A smooth point always has two direction lines, which move together as a single, straight unit. When you move a
direction line on a smooth point, the curved segments on both sides of the point are adjusted simultaneously,
maintaining a continuous curve at that anchor point.
In comparison, a corner point can have two, one, or no direction lines, depending on whether it joins two, one, or no
curved segments, respectively. Corner point direction lines maintain the corner by using different angles. When you
move a direction line on a corner point, only the curve on the same side of the point as that direction line is adjusted.
After selecting an anchor point (left), direction lines appear on any curved segments connected by the anchor point (right).
Adjusting direction lines on a smooth point (left) and a corner point (right).
Direction lines are always tangent to (perpendicular to the radius of) the curve at the anchor points. The angle of each
direction line determines the slope of the curve, and the length of each direction line determines the height, or depth,
of the curve.
Note: In Animate, graphic objects are items on the Stage. Animate lets you move, copy, delete, transform, stack, align, and
group graphic objects. “Graphic objects” in Animate are different from “ActionScript objects,” which are part of the
ActionScript® programming language. Do not confuse the two uses of the term “objects.” For more information on objects
in the programming language, see About Data Types in Learning ActionScript 2.0 in Adobe Animate, or Data types in the
ActionScript 3.0 Developer’s Guide.
Shapes created with the Merge Drawing mode merge together when they overlap. Selecting a shape and moving it results in the overlaid shape
being altered.
Shapes created with the Object Drawing mode remain separate objects that you can manipulate individually.
Convert a Merge Drawing mode created shape to an Object Drawing mode shape
1 Select the shape on the Stage.
2 To convert the shape into an Object Drawing mode shape, select Modify > Combine Objects > Union. After
conversion, the shape is treated like a vector-based drawing object that does not alter its appearance by interacting
with other shapes.
Note: To join two or more shapes into a single, object-based shape, use the Union command.
Primitive objects
Primitive objects are shapes that let you adjust their characteristics in the Property inspector. You can precisely control
the size, corner radius, and other properties of the shape at any time after you have created it without having to draw it
from scratch.
Two types of primitives are available, rectangles and ovals.
1 Select the Rectangle Primitive Tool or Oval Primitive Tool from the Tools panel.
2 Draw on the Stage.
Overlapping shapes
When you draw a line across another line or painted shape in Merge Drawing mode, the overlapping lines are divided
into segments at the intersection points. To select, move, and reshape each segment individually, use the Selection tool.
A fill; the fill with a line drawn through it; and the three line segments created by segmentation.
When you paint on top of shapes and lines, the portion underneath is replaced by whatever is on top. Paint of the same
color merges together. Paint of different colors remains distinct. To create masks, cutouts, and other negative images,
use these features. For example, the following cutout is made by moving the ungrouped kite image onto the green shape,
deselecting the kite, and then moving the filled portions of the kite away from the green shape.
To avoid inadvertently altering shapes and lines by overlapping them, group the shapes or use layers to separate them.
When creating colors for use in Animate documents, keep in mind that even though it is impossible to perfectly match
all colors on different devices, you can achieve good results by considering the graphic display capabilities of the devices
in use by your target audience.
Adobe Animate CC lets you apply, create, and modify colors using the RGB or HSB color models. Using the default
palette or a palette you create, you can choose colors to apply to the stroke or fill of an object you are about to create, or
an object already on the Stage.
When applying a stroke color to a shape, you can do any of the following:
• Apply a solid color, gradient, or bitmap to a shape’s fill. To apply a bitmap fill to a shape, you must import a bitmap
into the current file. Select any solid color, gradient, and the style and weight of the stroke.
• Create an outlined shape with no fill by using No Color as a fill.
• Create a filled shape with no outline by using No Color as an outline.
• Apply a solid color fill to text.
With the Color panel, you can create and edit solid colors and gradient fills in RGB and HSB modes.
To access the system color picker, select the Color Picker icon from the Stroke Color or Fill Color control in the
Color panel, the Tools panel or Shape Property inspector.
Fill Color Changes the color of the fill. The fill is the area of color that fills up the shape.
Radial Gradient Produces a gradient that blends outward in a circular path from a central focal point.
Bitmap Fill Tiles the selected fill area with a bitmap image that you can select. When you choose Bitmap, a dialog box
lets you select a bitmap image on your local computer, and add it to the library. You can apply this bitmap as a fill; the
appearance is similar to a mosaic tile pattern with the image repeated within the shape.
HSB Lets you change the Hue, Saturation, and Brightness of the colors in a fill.
RGB Lets you change the density of the red, green, and blue (RGB) colors in a fill.
Alpha Sets the opacity for a solid fill, or the currently selected slider for a gradient fill. An alpha value of 0% creates an
invisible (or transparent) fill; an alpha value of 100% creates an opaque fill.
Current Color Swatch Displays the currently selected color. If you select a gradient fill type (Linear or Radial) from the
fill Type menu, the Current Color Swatch displays the color transitions within the gradient you create.
System Color Picker Lets you select a color visually. Click System Color Picker and drag the cross-hair pointer until you
find the color you want.
Hexadecimal value Displays the current color’s hexadecimal value. To change the color using the hexadecimal value,
type in a new value. Hexadecimal color values (also called hex values) are 6-digit alphanumeric combinations that
represent a color.
Flow Lets you control colors applied past the limits of a linear or radial gradient.
Extend Color (Default) Applies the colors you specify past the end of the gradient.
Reflect Color Causes the gradient colors to fill the shape using a reflective mirroring effect. The gradients you specify
are repeated in a pattern from the beginning of the gradient to the end, and then repeated in the opposite sequence
from the end of the gradient to the beginning, and then back to the beginning of the gradient to the end until the
selected shape is filled.
Repeat Color Repeats the gradient from the beginning of the gradient to the end until the selected shape is filled.
note: Overflow modes are supported only in Adobe Flash Player 8 and later.
Linear RGB Creates a SVG-compliant (Scalable Vector Graphics) linear or radial gradient.
Swatches panel
Swatches enable easy reuse and update of colors across documents. You can now create tagged swatches by selecting a
color from your swatches. Once you create a tagged swatch and apply it to shapes and paths in your Animate content,
changing the color in the tagged swatch will automatically update all the content that is using it.
1 Click Window > Color.
2 On the Swatches tab of the Colors panel, select the color that you want to convert to a tagged swatch and click the
Convert to Tagged Swatch button on the bottom part of the panel.
The new tagged swatch appears in both the Colors and Swatches tabs of the Colors panel and in the Tools panel.
The newly created tagged swatch in color, swatch, and tools panels
4 When you open the Color panel after selecting the object that uses the tagged swatch, you will see options to edit
the color properties. If you make changes to the color properties, the changes are automatically reflected on all the
elements on stage that use the tagged swatch.
5 You can double-click on a swatch or select a swatch and click Edit to open the Tagged Color Definition dialog box
and make changes to the color in the swatch.
6 To unlink a shape that uses a swatch from the swatch color, select the shape and then click the Unlink button. You
can select a new color from the colors panel for the shape.
Unlink option
Select a different color for the shape from the color panel
Video
Color palettes
Each Animate CC file contains its own color palette, stored in the Animate document. Animate CC displays a file's
palette as swatches in the Fill Color and Stroke Color controls and in the Swatches panel. The default color palette is
the web-safe palette of 216 colors. To add colors to the current color palette, use the Color panel.You can import and
export both solid and gradient color palettes between Animate files, as well as between Animate CC and other
applications.
Creating a folder
By default, all colors are arranged within the Default Swatches folder. You can arrange existing colors within folders
using the Swatches panel. To create a new folder, do the following:
1 In Animate CC, select Window > Swatches
2 On the Swatches panel, click the button.
3 Provide a meaningful name for the swatches folder.
You can also create a folder by selecting a folder, color palette, or swatch and selecting the Duplicate as Folder option
from the fly-out menu.
You can expand the Color panel to display a larger color space in place of the color bar, a split color swatch showing the
current and previous colors, and a Brightness slider to modify color brightness in all color modes.
1 To apply the color to existing artwork, select an object or objects on the Stage, and select Window > Color.
2 Click the Stroke or Fill icon to specify which attribute to modify.
Note: Click the icon, not the Color control, or the Color Picker opens.
3 If you selected the Fill icon in step 3, verify that Solid is selected in the Type menu.
4 If an object is selected on the Stage, the color modifications you make in the Color panel are applied to the selection.
Do one of the following:
• To select a color, click in the color space in the Color panel. To adjust the brightness of the color, drag the
Brightness slider.
note: To create colors other than black or white, make sure the Brightness slider is not set to either extreme.
• Enter values in the color value boxes: Red, Green, and Blue values for RGB display; Hue, Saturation, and
Brightness values for HSB display; or hexadecimal values for hexadecimal display. Enter an Alpha value to
specify the degree of transparency, from 0 for complete transparency to 100 for complete opacity.
• To return to the default color settings, black and white (black stroke and white fill), click the Black and White
button .
• To swap colors between the fill and the stroke, click the Swap Colors button .
• To apply no color to the fill or stroke, click the No Color button .
note: You cannot apply a stroke or fill of No Color to an existing object. Instead, select the existing stroke or fill, and
delete it.
• Click the Stroke or Fill Color control, and select a color.
5 To add the new color to the color swatch list for the current document, select Add Swatch from the menu in the
upper-right corner.
To use steps the next time you start Animate, create and save a command. Saved commands are retained permanently,
unless you delete them. Steps that you copy using the History panel Copy Steps command are discarded when you copy
something else.
Create a command from selected steps in the History panel. Rename or delete commands in the Manage Saved
Commands dialog box.
Create a command
1 Select a step or set of steps in the History panel.
2 Select Save As Command from the History panel options menu.
3 Enter a name for the command and click OK. The command appears in the Commands menu.
Note: The command is saved as a JavaScript file (with the extension .jsfl) in your Commands folder. This folder is in
the following locations: Windows XP: boot drive\Documents and Settings\<user>\Local Settings\Application
Data\Adobe\Flash CS5\<language>\Configuration\Commands; Mac OS® X: Macintosh
HD/Users/<username>/Library/Application Support/Adobe/Flash CS5/<language>/Configuration/Commands.
Run commands
• To use a saved command, select the command from the Commands menu.
• To run a JavaScript or Animate JavaScript command, select Commands > Run Command, navigate to the script to
run, and click Open.
Examples of actions that can’t be saved as commands or repeated include selecting a frame or modifying a document
size. If you attempt to save an unrepeatable action as a command, the command is not saved.
Radial Produces a gradient that blends outward in a circular path from a central focal point.
note: When you select a linear or radial gradient, the Color panel also includes two other options if you are publishing
for Flash Player 8 or later. First, the Overflow menu is enabled below the Type menu. Use the Overflow menu to control
the colors applied past the limits of the gradient. Second, the gradient definition bar appears, with pointers below the
bar indicating the colors in the gradient.
5 (Optional) From the Overflow menu, select an overflow mode to apply to the gradient: Extend (the default mode),
Reflect, or Repeat.
6 (Optional) To create an SVG-compliant (Scalable Vector Graphics) linear or radial gradient, select the Linear RGB
check box. This will allow the gradient to look smooth when scaled to different sizes after it is first applied.
7 To change a color in the gradient, select one of the color pointers below the gradient definition bar (the triangle at
the top of the selected color pointer will turn black). Then click in the color space pane that appears above the
gradient bar. Drag the Brightness slider to adjust the lightness of the color.
8 To add a pointer to the gradient, click on or below the gradient definition bar. Select a color for the new pointer, as
described in the previous step.
You can add up to 15 color pointers, letting you create a gradient with up to 15 color transitions.
9 To reposition a pointer on the gradient, drag the pointer along the gradient definition bar. Drag a pointer down and
off of the gradient definition bar to remove it.
10 To save the gradient, click the triangle in the upper-right corner of the Color panel, and select Add Swatch from the
menu.
The gradient is added to the Swatches panel for the current document.
11 To transform the gradient, such as to make a vertical gradient instead of a horizontal one, use the Gradient
Transform tool. See Transform gradient and bitmap fillsfor more information.
3 To select a color, click the Fill Color control and do one of the following:
• Select a color swatch from the palette.
• Type a color’s hexadecimal value in the box.
Select a stroke color, style, and weight using the Property inspector
To change the stroke color, style, and weight for a selected object, use the Stroke Color control in the Property inspector.
For stroke style, choose from styles that are preloaded with Animate, or create a custom style. To select a solid color fill,
use the Fill Color control in the Property inspector.
1 Select an object or objects on the Stage (for symbols, first double-click to enter symbol-editing mode).
2 Select Window > Properties.
3 To select a stroke style, click the Style menu and select an option. To create a custom style, click Custom in the
Property inspector, select options in the Stroke Style dialog box, and click OK.
Note: Selecting a stroke style other than Solid can increase file size.
4 To select a stroke weight, set the Stroke slider or enter a value in the text box.
5 To enable stroke hinting, select the Stroke Hinting check box. Stroke hinting adjusts line and curve anchors on full
pixels, preventing blurry vertical or horizontal lines.
6 To set the style for a path end, select a Cap option:
None Is flush with the path’s end.
Round Adds a round cap that extends beyond the path end by half the stroke width.
Square Adds a square cap that extends beyond the path by half the stroke width.
7 (Optional) If you are drawing lines using the Pencil or Brush tools with the drawing mode set to Smooth, use the
Smoothing slider to specify the degree to which Animate smooths the lines you draw.
By default, the Smoothing value is set to 50, but you can specify a value from 0 to 100. The greater the smoothing
value, the smoother the resulting line.
Note: When the drawing mode is set to Straighten or Ink, the Smoothing slider is disabled.
8 To define how two path segments meet, select a Join option. To change the corners in an open or closed path, select
a path and select another join option.
Focal point The focal point handle appears only when you select a radial gradient. The rollover icon for the focal
point handle is an inverted triangle.
Size The rollover icon for the size handle (middle handle icon on the edge of the bounding box) is a circle with an
arrow inside of it.
Rotation Adjusts the rotation of the gradient. The rollover icon for the rotation handle (the bottom handle icon on
the edge of the bounding box) is four arrows in the shape of a circle.
Width Adjusts the width of the gradient. The rollover icon for the width handle (the square handle) is a double-
ended arrow.
Press Shift to constrain the direction of a linear gradient fill to multiples of 45°.
• To change the width of the gradient or bitmap fill, drag the square handle on the side of the bounding box. (This
option resizes only the fill, not the object containing the fill.)
• To change the height of the gradient or bitmap fill, drag the square handle at the bottom of the bounding box.
• To rotate the gradient or bitmap fill, drag the circular rotation handle at the corner. You can also drag the lowest
handle on the bounding circle of a circular gradient or fill.
• To scale a linear gradient or a fill, drag the square handle at the center of the bounding box.
• To change the focal point of a circular gradient, drag the middle circular handle on the bounding circle.
• To skew or slant a fill within a shape, drag one of the circular handles on the top or right side of the bounding box.
Note: To see all the handles when working with large fills or fills close to the edge of the Stage, select View > Pasteboard.
Using the Lock Fill modifier creates the appearance of a single gradient or bitmap fill being applied to separate objects on the Stage.
When you create rectangles or ovals using the Rectangle Primitive or Oval Primitive tools, Animate draws the shapes
as separate objects. These shapes unlike the shapes you create using Object Drawing mode. The primitive shape tools
let you specify the corner radius of rectangles using controls in the Property inspector. And also the start and end angle,
and the inner radius of ovals. After you create a primitive shape, alter the radius and dimensions by selecting the shape
on the Stage and adjusting the controls in the Property inspector.
note: When either of the Primitive Object drawing tools is selected, the Property inspector retains the values of the last
primitive object that you edited. For example, if you modify a rectangle and then draw a second rectangle.
Note:To draw from the center of the Stage, hold the Alt key when drawing a shape.
Theses Property inspector controls are specific to the Rectangle Primitive tool:
Rectangle Corner Radius Controls Let you specify the corner radiuses for the rectangle. You can enter a numeric
value for the inner radius in each text box. Entering a negative value creates an inverse radius. You can also deselect
the constrain corner radius icon, and adjust each corner radius individually.
Reset Resets all of the Rectangle Primitive tool controls, and restores the rectangle primitive shape drawn on the
Stage to its initial size and shape.
4 To specify a different corner radius for each corner, deselect the Lock icon in the Rectangle Options area of the
Property inspector. When locked, the radius controls are restrained so that each corner uses the same radius.
5 To reset the corner radii, click the Reset button in the Property inspector.
These Property inspector controls are specific to the Oval Primitive tool:
Start Angle/End Angle The angle of the start point and end point of the oval. Using these controls, you can easily
modify the shape of ovals and circles into pie slices, half circles, and other creative shapes.
Inner Radius An inner radius (or oval) within the oval. You can either enter a numeric value for the inner radius in
the box or click the slider and interactively adjust the size of the inner radius. You can enter values from 0 to 99
representing the percentage of fill that is removed.
Close Path Determines whether the path (or paths, if you are specifying an inner radius) of the oval is closed. If you
specify an open path, no fill is applied to the resulting shape, only the stroke is drawn. Close Path is selected by
default.
Reset Resets all of the Oval Primitive tool controls and restores the oval primitive shape drawn on the Stage to its
initial size and shape.
4 To draw with the Pencil tool, Shift-drag to constrain lines to vertical or horizontal directions, click the Stage, and
drag.
If you disable the Stage zoom level checkbox, the brush size for new strokes remains constant even when you change
the magnification level for the Stage. So, the same brush size appears larger when the Stage magnification is lower. For
example, suppose you set the Stage magnification to 100% and paint with the Brush tool using the smallest brush size.
Then, you change the magnification to 50% and paint again using the smallest brush size. The new stroke that you paint
appears 50% thicker, uniform and accurate without any non-tapering ends than the earlier stroke and (Changing the
magnification of the Stage does not change the size of existing brush strokes.)
Use an imported bitmap as a fill when painting with the Brush tool. See Break apart groups and objects .
If you have a Wacom pressure-sensitive tablet connected to your computer, vary the width and angle of the brush stroke.
This can be achieved by using the Brush tool Pressure and Tilt modifiers, and varying pressure on the stylus.
The Pressure modifier varies the width of brush strokes when you vary the pressure on the stylus. The Tilt modifier
varies the angle of brush strokes when you vary the angle of the stylus on the tablet. The Tilt modifier measures the
angle between the top (eraser) end of the stylus and the top (north) edge of the tablet. For example, if you hold the pen
vertically against the tablet, the Tilt is 90. The Pressure and Tilt modifiers are both fully supported for the eraser
function of the stylus.
Note: On a tablet, the Tilt and Pressure options for Brush Tool function only when you use the Pen mode. The mouse
mode does not enable these options.
Paint Fills Paints fills and empty areas, leaving lines unaffected.
Paint Behind Paints in blank areas of the Stage on the same layer, leaving lines and fills unaffected.
Paint Selection Applies a new fill to the selection when you select a fill in the Fill Color control or the Fill box of the
Property inspector, the same as selecting a filled area and applying a new fill.
Paint Inside Paints the fill in which you start a brush stroke and never paints lines. If you start painting in an empty
area, the fill doesn’t affect any existing filled areas.
4 Select a brush size and brush shape from the Brush tool modifiers.
5 To zoom the brush proportionately to the zoom level of the stage as you increase or decrease it while you draw, select
the Zoom size with stage check box. This allows you to draw seamlessly adjusting to any zoom level and preview
your work as you draw.
6 If a Wacom pressure-sensitive tablet is attached to your computer, select the Pressure modifier, the Tilt modifier, or
both, to modify brush strokes.
• Select the Pressure modifier to vary the width of your brush strokes by varying the pressure on your stylus.
• To vary the angle of your brush strokes by varying the angle of the stylus on the Wacom pressure-sensitive tablet,
select the Tilt modifier.
7 Drag on the Stage. To constrain brush strokes to horizontal and vertical directions, Shift-drag.
Brush Library
Animate CC has an integrated global library for Vector Brushes that includes a vast collection of Art and Pattern
brushes. To launch the Brush Library Panel, click Windows > Brush Library or click on the Brush icon in the Property
Inspector. Before using any brush, double-click any brush to add it to your current document.
Import new Vector Brushes from CC Libraries
You can import new Art and Pattern Brushes to your Animate document using the CC Libraries in addition to the
brush presets available by default. To add a new Art or Pattern Brush, open the CC libraries panel and just click on any
of the supported brushes. (Animate currently supports only Illustrator brushes from CC Libraries.) For adding new
brushes to your CC Library, you can use the Brush App for Android and iOS. Clicking on a brush in CC Library adds
it to both the global Brush Library panel and the current document.
You can use any brush as either an Art or Pattern brush. By default, the brushes are added as Art brushes. To modify it
to a Pattern brush, use the Edit brush option and select the Brush type as Pattern brush.
Editing brushes
The Edit Brush icon launches the Brush editing dialog box for the selected brush. If you select an Art Brush for editing,
the Art Brush Options dialog box appears. You can modify properties such as brush direction, scaling preferences, and
overlap preference, and apply the changes to the existing strokes.
For more information, see Working with Paint Brush .
Stroke create using the Line tool with Stroke Size set to 88, Style set to Solid, and also, using Width Profile 1.
? With the point selected using the Width Tool, drag the Width Handle outwards.
Note: The size of the Width is constrained to 100 pixels on either side of the Width point.
? You can see that variable width is added to stroke. Select the Width Tool and mouseover the stroke, this displays the
new Width Point and Width Handle.
Variable width is added to the stroke with the Width Point and Width Handle highlighted.
? Width point is moved to its new location, and thereby also modifying the stroke accordingly.
Create a copy of the width point Alt+drag the width point (Windows) or Opt+drag the width point
(Mac OS)
Copy and move all the points along the path Alt+Shift+drag (Windows) or Opt+Shift+drag (Mac OS)
A) Save Width Profile icon B) Delete Width Profile icon C) Reset Width Profile icon
Width profiles can then be applied to selected paths by choosing them from the Width Profile drop-down list in the
Properties Panel. When a stroke with no variable width is selected, the list displays the Uniform option. To restore the
default width profile set, click the Reset Profiles button.
Save width profile is enabled only when variable width apart from default width profiles is selected on the stage. You
can create your own stroke profiles using width tool and save them. Similarly, delete width profile icon is enabled when
custom width profile is selected in the drop down. In case you want to delete any custom profile, you can use this option.
Note: Restoring the default width profile set in the PI, removes any custom saved profiles. You also sync the customs saved
profiles to the cloud.
Arranging objects
Stack objects
In a layer, Animate stacks objects in the order in which they are created, placing the most recently created object at the
top of the stack. The stacking order of objects determines how they appear when they overlap. You can change the
stacking order of objects at any time.
Drawn lines and shapes always appear below groups and symbols on the stack. To move them up the stack, you must
group them or make them into symbols.
Layers also affect the stacking order. Everything on Layer 2 appears in front of everything on Layer 1, and so on. To
change the order of layers, drag the layer name in the Timeline to a new position.
1 Select the object.
2 Do one of the following:
• Select Modify > Arrange > Bring To Front Or Send To Back to move the object or group to the top or bottom of
the stacking order.
• Select Modify > Arrange > Bring Forward Or Send Backward to move the object or group forward or backward
one position in the stacking order.
If more than one group is selected, the groups move in front of or behind all unselected groups, while maintaining their
order relative to each other.
Align objects
The Align panel lets you align selected objects along the horizontal or vertical axis. You can align objects vertically
along the right edge, center, or left edge of the selected objects, or horizontally along the top edge, center, or bottom
edge of the selected objects.
For a tutorial about the layout tools in Animate, see Use Layout Tools on the Animate Tutorials page.
1 Select the objects to align.
2 Select Window > Align.
3 To apply alignment modifications relative to Stage dimensions, in the Align panel, select To Stage.
4 To modify the selected object(s), select the alignment buttons.
Group objects
To manipulate elements as a single object, group them. For example, after creating a drawing, you might group the
elements of the drawing so that you can easily select and move the drawing as a whole.
When you select a group, the Property inspector displays the x and y coordinates of the group and its pixel dimensions.
You can edit groups without ungrouping them. You can also select an individual object in a group for editing without
ungrouping the objects.
? Select the objects to group. You can select shapes, other groups, symbols, text, and so on.
• To group objects, select Modify > Group, or press Control+G (Windows) or Command+G (Macintosh).
• To ungroup objects, select Modify > Ungroup, or press Control+Shift+G (Windows) or Command+Shift+G
(Macintosh).
Height The height of the spray particle when not using a symbol from the Library.
Brush Angle The amount of clock-wise rotation to apply to the spray particle when not using a symbol from the
Library.
Result color The result of the blend’s effect on the base color.
Blend modes depend on both the color of the object you’re applying the blend to and the underlying color. Adobe®
recommends that you experiment with the different blend modes to achieve the desired effect.
Normal Applies color normally, with no interaction with the base colors.
Layer Lets you stack movie clips on top of each other without affecting their color.
Darken Replaces only the areas that are lighter than the blend color. Areas darker than the blend color don’t change.
Multiply Multiplies the base color by the blend color, resulting in darker colors.
Lighten Replaces only pixels that are darker than the blend color. Areas lighter than the blend color don’t change.
Screen Multiplies the inverse of the blend color by the base color, resulting in a bleaching effect.
Hard Light Multiplies or screens the colors, depending on the blend mode color. The effect is similar to shining a
spotlight on the object.
Difference Subtracts either the blend color from the base color or the base color from the blend color, depending on
which has the greater brightness value. The effect is similar to a color negative.
Add Commonly used to create an animated lightening dissolve effect between two images.
Subtract Commonly used to create an animated darkening dissolve effect between two images.
Erase Removes all base color pixels, including those in the background image.
note: Erase and Alpha blend modes require that a Layer blend mode be applied to the parent movie clip. You cannot change
the background clip to Erase and apply it because the object would appear invisible.
3D graphics
The Stage with a movie clip containing a nested movie clip rotated in local 3D space.
Note: Once a 3D transform is added to a movie clip instance, its parent movie clip symbol cannot be edited in Edit in Place
mode.
If you have 3D objects on the Stage, you can add certain 3D effects to all of those objects as a group by adjusting the
Perspective Angle and Vanishing Point properties of your FLA file. The Perspective Angle property has the effect of
zooming the view of the Stage. The Vanishing Point property has the effect of panning the 3D objects on the Stage.
These settings only affect the appearance of movie clips that have a 3D transform or translation applied to them.
In the Animate authoring tool, you can control only one viewpoint, or camera. The camera view of your FLA file is the
same as the Stage view. Each FLA file has only one perspective Angle and Vanishing Point setting.
To use the 3D capabilities of Animate' , the publish settings of your FLA file must be set to Flash Player 10 and
ActionScript 3.0. Only movie clip instances can be rotated or translated along the z axis. Some 3D capabilities are
available through ActionScript that are not available directly in the Animate user interface, such as multiple Vanishing
Points and separate cameras for each movie clip. Using ActionScript 3.0, you can apply 3D properties to objects such
as text, FLV Playback components, and buttons, in addition to movie clips.
Note: The 3D tools cannot be used on objects on mask layers and layers containing 3D objects cannot be used as mask
layers. For more information about mask layers, see .
By default, selected objects that have 3D translation applied appear with a 3D axis overlay on the Stage. You can turn
off this overlay in the General section of Animate Preferences.
Note: Changing the z axis position of a 3D movie clip will cause the movie clip to appear to change its x and y position as
well. This is because movement along the z axis follows the invisible perspective lines which radiate from the 3D vanishing
point (set in the 3D symbol instance Property inspector) to the edges of the Stage.
• To move each object in the group in the same way in local 3D space, set the 3D Translation tool to local mode and
then drag one of the objects with the axis controls. Shift-double-click one of the selected objects to move the axis
controls to that object.
You can also move the axis controls to the center of the multiple selection by double-clicking the z-axis control. Shift-
double-click one of the selected objects to move the axis controls to that object.
The location of the rotation control center point for the selected object appears in the Transform panel as the 3D
Center Point. You can modify the location of the center point in the Transform panel.
The Perspective Angle property affects all movie clips with 3D translation or rotation applied to them. The Perspective
Angle does not affect other movie clips. The default Perspective Angle is 55° of view, like a normal camera lens. The
range of values is from 1° to 180°.
To view or set the Perspective Angle in the Property inspector, a 3D movie clip must be selected on Stage. Changes to
the Perspective Angle are visible on the Stage immediately.
The Perspective Angle changes automatically when you change the Stage size so that the appearance of 3D objects does
not change. You can turn off this behavior in the Document Properties dialog box.
To set the Perspective Angle:
1 On the Stage, select a movie clip instance that has 3D rotation or translation applied to it.
2 In the Property inspector, enter a new value in the Perspective Angle field, or drag the hot text to change the value.
Exporting Sounds
• Select a sound in the Library panel and select Properties from the Panel menu in the upper-right corner of the
panel.
• Select a sound in the Library panel and click the Properties button at the bottom of the Library panel.
2 If the sound file has been edited externally, click Update.
3 For Compression, select Default, ADPCM, mp3, Raw, or Speech.
The Default compression option uses the global compression settings in the Publish Settings dialog box when you
export your SWF file. If you select Default, no additional export settings are available.
4 Set export settings.
5 Click Test to play the sound once. Click Stop if you want to stop testing the sound before it finishes playing.
6 Adjust export settings if necessary until the desired sound quality is achieved, and then click OK.
11 kHz The lowest recommended quality for a short segment of music and one-quarter the standard CD rate.
22 kHz A popular choice for web playback and half the standard CD rate.
ADPCM Bits (ADPCM only) Specifies the bit depth of the sound compression. Higher bit depths produce higher
quality sound.
note: The Preprocessing option is available only if you select a bit rate of 20 Kbps or higher.
Quality Determines the compression speed and sound quality:
Best Yields the slowest compression and the highest sound quality.
44 kHz The standard CD audio rate. However, because compression is applied, the sound is not CD quality in the SWF
file.
If the Resolve Library Conflict dialog box appears when you are importing or copying library assets into a document,
resolve the naming conflict.
Resolve naming conflicts between library assets
? Do one of the following in the Resolve Library Conflict dialog box:
• To preserve the existing assets in the destination document, click Don’t Replace Existing Items.
• To replace the existing assets and their instances with the new items of the same name, click Replace Existing
Items.
Note: When starting a supported external editor, Animate opens the original imported document.
Drawing preferences
Set drawing settings to specify snapping, smoothing, and straightening behaviors. Change the tolerance setting for each
option, and turn each option off or on. Tolerance settings are relative, depending on the resolution of your computer
screen and the current magnification of the scene. By default, each option is on and set to Normal tolerance.
Drawing settings
1 Select Edit > Preferences (Windows) or Animate > Preferences (Macintosh) and select Drawing.
2 Under the Drawing category, select from the following options:
Pen tool Lets you set options for the Pen tool. Select Show Pen Preview to display a preview line from the last clicked
point to the current location of the pointer. Select Show Solid Points to display control points as small filled squares
instead of unfilled squares. Select Show Precise Cursors to display a crosshair cursor instead of the Pen tool icon
when using the Pen tool. This option lets you see the exact target of clicks more easily.
Connect Lines Determines how close the end of a line being drawn must be to an existing line segment before the
end point snaps to the nearest point on the other line. This setting also controls horizontal and vertical line
recognition—that is, how nearly horizontal or vertical a line must be drawn before Animate makes it exactly
horizontal or vertical. When Snap To Objects is turned on, this setting controls how close objects must be to snap
to one another.
Smooth Curves Specifies the amount of smoothing applied to curved lines drawn with the Pencil tool when the
drawing mode is set to Straighten or Smooth. (Smoother curves are easier to reshape, whereas rougher curves match
the original line strokes more closely.)
note: To further smooth existing curved segments, use Modify > Shape > Smooth and Modify > Shape > Optimize.
Recognize Lines Defines how nearly straight a line segment drawn with the Pencil tool must be before
Animate recognizes it as a straight line and makes it perfectly straight. If Recognize Lines is off while you draw,
straighten lines later by selecting one or more line segments and selecting Modify > Shape > Straighten.
Recognize Shapes Controls how precisely to draw circles, ovals, squares, rectangles, and 90° and 180° arcs for them
to be recognized as geometric shapes and redrawn accurately. The options are Off, Strict, Normal, and Tolerant.
Strict requires that the shape be drawn very close to straight; Tolerant specifies that the shape can be somewhat
rough, and Animate redraws the shape. If Recognize Shapes is off while you draw, straighten lines later by selecting
one or more shapes (for example, connected line segments) and selecting Modify > Shape > Straighten.
Click Accuracy Specifies how close to an item the pointer must be before Animate recognizes the item.
• Work with both Text Layout Framework (TLF) text and Classic text in the same file and use embedded fonts with
each. Note that TLF text is unavailable with Animate CC. For more information, see Opening CS6 file with Animate
CC.
To embed characters from a font in a SWF file:
1 With your FLA file open in Animate, open the Font Embedding dialog box by doing one of the following:
• Choose Text > Font Embedding.
• From the Library panel options menu, choose Add Font.
• Right-click in empty space in the Library panel tree view, and choose New Font.
• In the Text Property inspector, click on the Embed button.
2 If your font is not already selected in the Font Embedding dialog box, click the Add (+) button to add a new
embedded font to your FLA file.
When you open the Font Embedding dialog box from the Library or the Text Property inspector, a font item appears
automatically in the dialog box.
3 In the Options tab, select the Family and Style of the font you want to embed.
If you opened the Font Embedding dialog box from the Text Property inspector or from the Library panel, the font
used by the current selection appears automatically in the dialog box.
4 In the Character Ranges section, select the character ranges you want to embed. The more characters you embed,
the larger your published SWF file will be.
5 If you want to embed any additional specific characters, enter them in the “Also include these characters” field.
6 To enable the embedded font symbol to be accessed with ActionScript code, select Export for ActionScript in the
ActionScript tab.
7 If you selected Export for ActionScript, select an outline format also. For TLF text containers, select TLF (DF4) as
the Outline Format. For Classic text containers, select Classic (DF3).
You must create separate embedded font symbols for use in TLF and Classic text containers. The TLF (DF4) outline
format is not available for PostScript Type 1 fonts. TLF (DF4) requires Flash Player version 10 or later.
8 If you want to use the font symbol as a shared asset, select options in the Sharing section of the ActionScript tab. For
more information about using shared assets, see Sharing library assets across files.
To edit the parameters of an embedded font symbol:
1 Do one of the following:
• Right-click the font symbol in the Library and choose Properties.
• Select a text container on the Stage and click the Embed button in the Character section of the Property inspector.
• Select the font symbol in the Library and choose Edit Properties from the panel options menu.
• Double-click the icon of the font symbol in the Library.
• Choose Text > Font Embedding, and then select the font symbol you want to edit in the tree view on the left of
the dialog.
2 Make changes in the Font Embedding dialog box and click OK.
The tree view in the Font Embedding dialog box displays all font symbols in the current FLA file, organized by font
family. You can edit any or all of the fonts while the dialog is open, and the changes will be committed when you press
the OK button.
Note: 9-slice scaling cannot be applied to Graphic or Button symbols. Bitmaps inside 9-slice enabled movie clips are scaled
normally, without 9-slice distortion, while the other movie clip contents are scaled according to the 9-slice guides.
Note: 9-slice scaling is sometimes also referred to as “scale 9.”
A 9-slice-enabled movie clip can contain nested objects within it, but only certain types of objects inside the movie clip
properly scale in the 9-slice manner. To make a movie clip with internal objects that also adhere to 9-slice scaling when
the movie clip is scaled, those nested objects must be shapes, drawing objects, groups, or graphic symbols.
2 To move the horizontal or vertical guides, drag and release a guide. The new position of the guide is updated in the
Library preview for the symbol.
Graphic filters
About filters
Filter overview
Filters (graphic effects) let you add enriching visual effects to text, buttons, and movie clips. A feature unique to
Animate is that you can animate the filters you apply using motion tweens.
Animate blend modes let you create composite images. Compositing is the process of varying the transparency or color
interaction of two or more overlapping objects. Blending modes also add a dimension of control to the opacity of
objects and images. You can use Animate blending modes to create highlights or shadows that let details from an
underlying image show through, or to colorize a desaturated image.
2 On the Properties Panel, click the button drop-down list in the Filters section and select Bevel filter. Properties
and Values for the Bevel filter are displayed.
3 Modify or set appropriate values for any desired Property. For example, Blur X, Blur Y, Strength, Shadow, etc. You
will notice the effects reflecting on the selected button simultaneously.
Note: When you apply a filter preset to an object, Animate replaces any filters currently applied to the selected objects with
the filters used in the preset.
Applying filters
For a sample of a drop shadow with a classic tween, see the Animate Samples page at
www.adobe.com/go/learn_fl_samples. Download and decompress the Samples zip file and navigate to the
Graphics\AnimatedDropShadow directory.
1 Select the object to apply a drop shadow to.
2 In the Filters section of the Property inspector, click the button, and select Drop Shadow.
3 Edit the filter settings:
• To set the width and height of the drop shadow, set the Blur X and Y values.
• To set the darkness of the shadow, set the Strength value. The higher the numerical value, the darker the shadow.
• Select the quality level for the drop shadow. High is approximate to that of a Gaussian blur. Low maximizes
playback performance.
• To set the angle of the shadow, enter a value.
• To set the distance of the shadow from the object, set the Distance value.
• Select Knockout to knock out (or visually hide) the source object and display only the drop shadow on the
knockout image.
• To apply the shadow within the boundaries of the object, select Inner shadow.
• To hide the object and display only its shadow, select Hide Object. Hide Object lets you more easily create a
realistic shadow.
• To open the Color Picker and set the shadow color, click the Color control.
Skewing the Drop Shadow filter to create a more realistic looking shadow
6 Select Modify > Arrange > Send Backward to place the duplicated object and its shadow behind the original object
that you duplicated.
7 Adjust both the Drop Shadow filter settings and the angle of the skewed drop shadow until you achieve the desired
look.
Apply a blur
The Blur filter softens the edges and details of objects. Applying a blur to an object can make it appear as if it is behind
other objects, or make an object appear to be in motion.
Apply a glow
The Glow filter lets you apply a color around the edges of an object.
• To apply the glow within the boundaries of the object, select Inner Glow.
• Select the quality level for the glow. High is approximate to that of a Gaussian blur. Low maximizes playback
performance.
Apply a bevel
Applying a bevel applies a highlight to the object that makes it appear to be curved up above the background surface.
4 To reset all of the color adjustments to 0 and return the object to its original state, click Reset Filter.
In either scenario, the source document must be posted to the specified URL for the shared assets to be available for
the destination document.
Link a shared asset to a destination document by entering the identifier and URL
1 In the destination document, select Window > Library.
2 Do one of the following:
• Select a movie clip, button, graphic symbol, bitmap, or sound in the Library panel, and select Properties from the
Library Panel menu. Click Advanced.
• Select a font symbol, and select Linkage from the Library Panel menu.
3 For Linkage, select Import For Runtime Sharing to link to the asset in the source document.
4 Enter an identifier for the symbol, bitmap, or sound that is identical to the identifier used for the symbol in the
source document. Do not include spaces.
5 Enter the URL where the SWF source file containing the shared asset is posted, and click OK.
When a corner appears next to the pointer, you can change an end point. When a curve appears next to the pointer, you can adjust a curve.
Some brush stroke areas are easier to reshape if you view them as outlines.
If you are having trouble reshaping a complex line, smooth it to remove some of its details, making reshaping easier.
Increasing the magnification can also make reshaping easier and more accurate.
1 Select the Selection tool .
2 Do one of the following:
• To reshape the segment, drag from any point.
• To drag a line to create a new corner point, control-click (Windows) or Option-click (Macintosh).
Shape recognition turns the top shapes into the bottom shapes.
Smoothing softens curves and reduces bumps or other variations in a curve’s overall direction. It also reduces the
number of segments in a curve. Smoothing is relative, however, and has no effect on straight segments. It is particularly
useful when you are having trouble reshaping a number of very short curved line segments. Selecting all the segments
and smoothing them reduces the number of segments, producing a gentler curve that is easier to reshape.
Repeated application of smoothing or straightening makes each segment smoother or straighter, depending on how
curved or straight each segment was originally.
• To smooth the curve of each selected stroke, select the Selection tool and click the Smooth modifier in the
Options section of the Tools panel. Each click of the Smooth modifier button makes the selected stroke progressively
smoother.
• To enter specific parameters for a smoothing operation, choose Modify > Shape > Smooth. In the Smooth dialog
box, enter values for the Smooth Angles Above, Smooth Angles Below, and Smoothing Strength parameters.
• To make small straightening adjustments on each selected fill outline or curved line, select the Selection tool and
click the Straighten modifier in the Options section of the Tools panel.
• To enter specific parameters for a straightening operation, choose Modify > Shape > Straighten. In the Straighten
dialog box, enter a value for the Straighten Strength parameter.
• To use shape recognition, select the Selection tool and click the Straighten modifier , or select Modify >
Shape > Straighten.
Optimize curves
Optimizing smooths curves by refining curved lines and filling outlines, reducing the number of curves used to define
these elements. Optimizing curves also reduces the size of the Flash Professional document (FLA file) and the exported
Animate application (SWF file). Apply optimization to the same elements multiple times.
1 Select the drawn elements to optimize and select Modify > Shape > Optimize.
2 To specify the degree of smoothing, drag the Optimization Strength slider. The results depend on the curves
selected. Generally, optimizing produces fewer curves, with less resemblance to the original outline.
3 To display a message indicating the number of segments in the selection before and after the optimization, select the
Show Totals Message option. Animate displays the message after the operation completes.
4 Click OK.
Modify shapes
1 To convert lines to fills, select a line or multiple lines and select Modify > Shape > Convert Lines To Fills. Selected
lines are converted to filled shapes, which allows you to fill lines with gradients or to erase a portion of a line.
Converting lines to fills can make file sizes larger, but it can also speed up drawing for some animations.
2 To expand the shape of a filled object, select a filled shape, and select Modify > Shape > Expand Fill. Enter a value
in pixels for Distance and select Expand or Inset For Direction. Expand enlarges the shape, and Inset reduces it.
This feature works best on a single, small, filled color shape with no stroke, that does not contain many small details.
3 To soften the edges of an object, select a filled shape, and select Modify > Shape > Soften Fill Edges. Set the following
options:
Distance The width, in pixels, of the soft edge.
Number Of Steps Controls how many curves are used for the soft edge effect. The more steps you use, the smoother
the effect. Increasing steps also creates larger files and slows drawing.
Expand Or Inset Controls whether the shape is enlarged or reduced to soften the edges.
This feature works best on a single filled shape that has no stroke, and can increase the file size of a
Animate document and the resulting SWF file.
Erase by dragging
1 Select the Eraser tool.
2 Click the Eraser Mode modifier and select an erasing mode:
Erase Normal Erases strokes and fills on the same layer.
Erase Selected Fills Erases only the currently selected fills and does not affect strokes, selected or not. (Select the
fills to erase before using the Eraser tool in this mode.)
Erase Inside Erases only the fill on which you begin the Eraser stroke. If you begin erasing from an empty point,
nothing is erased. Strokes are unaffected by the eraser in this mode.
3 Click the Eraser Shape modifier and select an eraser shape and size. Make sure that the Faucet modifier is not
selected.
4 Drag on the Stage.
Color panel
In Animate CC, the Adobe Color panel (Windows > Extensions > Adobe Color themes) displays:
• Themes you have created, and are synced with your account on the Adobe Color website (color.adobe.com).
• Public themes that you have marked as a favorite themes on the Adobe Color website.
The Adobe ID used in Animate CC is automatically used to sign-in to the Adobe Color website, and the Color panel is
refreshed.
Note: If the credentials you are using with Animate CC do not have an associated Color ID, then a Color ID is
automatically created using the Animate credentials. You can then access the Adobe Color website using your Adobe ID
credentials.
A Theme search by name B Favorite theme icon C Theme folder icon D Refresh E Launch Color website F Theme name
Note: The Color panel lists the themes that you have created, modified, or marked as favorite (listed under Adobe Color
website > Mycolor)
3 You can add an entire theme to your Swatches panel (Window > Swatches) by clicking the Theme Folder or Favorite
Theme icon. The theme is added to the Color folder within Swatches panel.
4 If you have an extensive list of themes, search the theme using the Find box. Searches are performed on the names
of the themes.
Normal Normal
Darken Darken
Multiply Multiply
Lighten Lighten
Screen Screen
Overlay Overlay
Additive Add
Difference Difference
Invert Invert
Alpha Alpha
Erase Erase
Animate ignores all other blending modes imported from Fireworks. The blending modes that Animate does not
support are Average, Negation, Exclusion, Soft Light, Subtractive, Fuzzy Light, Color Dodge, and Color Burn.
Keep All Paths Editable Keeps all objects as editable vector paths. Some Fireworks fills, strokes, and effects are lost
on import.
9 To flatten the PNG file into a single bitmap image, select Import As A Single Flattened Bitmap. When this option is
selected, all other options are dimmed.
10 Click OK.
Enabling Detailed Telemetry Data for Adobe AIR publishing for iOS devices
To enable Detailed Telemetry Data for Adobe AIR applications written for iOS devices, do the following.
1 Ensure that you have the Enable Detailed Telemetry option selected on the Publish Settings dialog. For more
information, see Enabling Detailed Telemetry data
2 On the Properties panel, click the button, beside the Target drop-down to bring up the AIR for iOS Settings
dialog.
3 On the AIR for iOS Settings dialog, switch to the Deployment tab and select the Enable Sampler option in the
Telemetry Options section.
4 Click OK.
Enabling Detailed Telemetry Data for Adobe AIR publishing for Android
devices
To enable Detailed Telemetry Data for Adobe AIR applications written for Android devices, do the following.
1 Ensure that you have the Enable Detailed Telemetry option selected on the Publish Settings dialog.
2 On the Properties panel, click the button, beside the Target drop-down to bring up the AIR for Android Settings
dialog.
3 On the AIR for iOS Settings dialog, switch to the Deployment tab and select the Enable Sampler option in the
Telemetry Options section.
4 On the Permissions tab, select the Internet option.
5 Click OK.
Adobe recommends...
Adobe recommends...
The following are recommendations for handling the TLF library for different deployment scenarios
• Web-based SWF file: use the default behavior of allowing Flash Player to download the RSL if necessary.
• AIR-based SWF file: Compile the RSL into the SWF file. This way text functionality of the AIR application will not
be compromised while offline.
• iPhone-based SWF: It is not recommended that you use TLF on the iPhone for performance reasons. If you do,
compile the TLF code into the SWF because the iPhone cannot load RSLs.
When the TLF ActionScript assets are not embedded or available on the local playback computer, there can be a slight
delay in SWF playback while Flash Player downloads the assets. You can choose the type of preloader SWF that Flash
Player displays while the assets are downloaded. You choose the preloader by setting the Preloader Method in the
ActionScript 3.0 settings.
To set the Preloader Method:
1 Choose File > Publish Settings.
2 In the Animate tab, click the ActionScript 3.0 Settings button.
3 In the Advanced ActionScript 3.0 Settings dialog box, select a method from the Preloader Method menu. The
available methods are:
• Preloader SWF: this is the default. Animate embeds a small preloader SWF file inside your published SWF file.
This preloader displays a progress bar while the assets load.
• Custom Preloader Loop: use this setting is you want to use a preloader SWF of your own.
The Preloader Method setting is only available if the Default Linkage is set to Runtime Shared Library (RSL).
Tutorials and Videos
• Tutorial: Using a Custom Preloader Loop With TLF Text - Jeff Kamerer, Adobe
• TechNote: Loading child SWFs with TLF content generates reference errors
Style Regular, Bold, or Italic. Faux italic and faux bold styles are not available to TLF text objects. Some fonts may also
include more styles, such as Black, BoldItalic, etc.
Size The size of the characters in pixels.
Leading The vertical space between lines of text. By default, Leading is expressed as a percentage but can also be
expressed in points.
Color The color of the text.
Kerning Kerning: Adds or subtracts space between specific pairs of characters. TLF text automatically kerns characters
using the kerning information built in to most fonts.
When Asian text options are disabled, the Auto-kerning check box appears. When Auto-kerning is on, kerning
information in the font is used. When Auto-kerning is off, kerning information in the font is ignored and no kerning
is applied.
When Asian text options are enabled, Kerning can have these values:
• Auto: Uses the kerning information built in to the font for Latin characters. For Asian characters, applies kerning
only to those characters that have kerning information built in to them. Asian characters which do not have kerning
information are Kanji, Hiragana, and Katakana.
• On: Always turns on kerning.
• Off: Always turns off kerning.
Anti-alias There are three anti-aliasing modes to choose from
• Use Device Fonts: Specifies that the SWF file use the fonts installed on the local computer to display the fonts.
Typically, device fonts are legible at most font sizes. This option doesn’t increase the size of the SWF file. However,
it forces you to rely on the fonts installed on the user’s computer for font display. When using device fonts, choose
only commonly installed font families.
• Readability: Allows for improved legibility of fonts, particularly at small sizes. To use this option for a given text
block, embed the font used by the text object. For instructions, see Embed fonts for consistent text. (Do not use this
option if you intend to animate text; instead, use the Animation mode.)
• Animation: Creates a smoother animation by ignoring alignment and kerning information. To use this option for a
given text block, embed the font used by the text block. For instructions, see Embed fonts for consistent text. For
legibility, use 10-point or larger type when specifying this option.
Rotation Allows you to rotate individual characters. Specifying rotation for fonts that do not contain vertical layout
information can give undesirable results.
Rotation can have the following values:
• 0° - Forces all characters to have no rotation.
• 270° - The primary use for 270-° rotation is Roman text with Vertical orientation. If used on other types of text, such
as Vietnamese and Thai, this setting can give undesirable results
• Auto - Specifies a 90 degrees counter-clockwise rotation for full width and wide characters only, as determined by
the Unicode properties of the character. This value is typically used with Asian text to rotate only those characters
that require rotation. This rotation is applied only in vertical text to return full width and wide characters to a
vertical orientation without affecting other characters.
Underline Places a horizontal line beneath the characters.
Superscript Moves the characters slightly above the normal line of type and reduces the character size. Superscript can
also be applied using the Baseline Shift menu in the Advanced Character section of the TLF Text Property inspector.
Subscript Moves the characters slightly below the normal line of type and reduces the character size. Subscript can also
be applied using the Baseline Shift menu in the Advanced Character section of the TLF Text Property inspector.
The Advanced Character section contains the following properties:
Link Use this field to create a text hyperlink. Enter the URL to load when the characters are clicked in the published
SWF file at runtime.
Target Used with the link property to specify the window the URL loads into. Target can have these values:
• Proportional: Specifies proportional figures. Display typefaces usually contain proportional figures. The total
character widths of these figures are based on the width of the numeral itself plus a small amount of white space
around it. For example, an 8 takes up more width than a 1. Proportional figures can be either lining or old style.
Proportional figures don't align vertically and are unsuitable for use in tables, charts, or other vertical columns.
• Tabular: Specifies tabular figures. Tabular numerals are numeric characters that each have the same total character
width. The character width is the width of the numeral itself plus the white space on both sides. Tabular spacing
(also called monospacing) allows numerals to align vertically in tables, financial statements, and other columns of
figures. Tabular figures are usually lining figures, meaning that they sit on the baseline and have the same height as
the capital letters.
Dominant Baseline Available only when Asian options are turned on in the panel options menu of the Text Property
inspector. Specifies the dominant (or primary) baseline for text that you explicitly select (as opposed to Leading Basis,
which determines the baseline alignment of an entire paragraph). Dominant Baseline can have these values:
• Auto: Resolved based on the selected Locale. This setting is the default.
• Roman: For text, the font and point size of the text determine this value. For graphic elements, the bottom of the
image is used.
• Ascent: Specifies an ascent baseline. For text, the font and point size of the text determine this value. For graphic
elements, the top of the image is used.
• Descent: Specifies a descent baseline. For text, the font and point size of the text determine this value. For graphic
elements, the bottom of the image is used.
• Ideographic Top: Aligns the small characters in a line to the specified position of the large character's embox.
• Ideographic Center: Aligns the small characters in a line to the specified position of the large character's embox.
• Ideographic Bottom: Aligns the small characters in a line to the specified position of the large character's embox.
Alignment Baseline Available only when Asian options are turned on in the panel options menu of the Text Property
inspector. Lets you specify a different baseline for text or a graphic image within a paragraph. For example, if you insert
an icon into a line of text, you can specify an alignment using the top or bottom of the image relative to the text baseline.
• Use Dominant: Specifies that the Alignment Baseline use the Dominant Baseline setting.
• Roman: For text, the font and point size of the text determine this value. For graphic elements, the bottom of the
image is used.
• Ascent: Specifies an ascent baseline. For text, the font and point size of the text determine this value. For graphic
elements, the top of the image is used.
• Descent: Specifies a descent baseline. For text, the font and point size of the text determine this value. For graphic
elements, the bottom of the image is used.
• Ideographic Top: Aligns the small characters in a line to the specified position of the large character's embox.
• Ideographic Center: Aligns the small characters in a line to the specified position of the large character's embox.
• Ideographic Bottom: Aligns the small characters in a line to the specified position of the large character's embox.
This setting is the default.
Ligatures Ligatures are typographic replacement characters for certain letter pairs, such as "fi" and "fl" that are available
in some fonts. Ligatures usually replace consecutive characters sharing common components. They are part of a more
general class of glyphs called contextual forms. With contextual forms, the specific shape of a letter depends on context,
such as surrounding letters or proximity to the end of a line. Note the Ligatures setting has no effect on scripts where
ligatures or connections between letters are the norm and are not font-dependent. These scripts include Perso-Arabic,
Devanagari, and some others.
A. No ligatures applied B. Minimum ligatures C. Common ligatures D. Uncommon ligatures E. Exotic ligatures
A script-based font with minimum ligatures (top) and common ligatures (bottom).
Break Used to prevent selected words from breaking at the end of lines, such as proper names or words that could be
misread when hyphenated. The Break setting is also used to keep multiple characters or groups of words together, such
as clusters of initials, or a first and last name. Break can have these values:
• Auto: Line break opportunities are based on the Unicode character properties in the font. This setting is the default.
• All: Treats all characters in the selection as mandatory line break opportunities.
• Any: Treats any character in the selection as a line break opportunity.
• No Break: Treats no characters in the selection as line break opportunities.
Baseline Shift This control sets the Baseline Shift in percent or pixels. Positive values move the character's baseline
below the baseline of the rest of the line; negative values move it above the baseline. The Superscript or Subscript
attribute can also be applied from this menu. The default is 0. The range is +/- 720 points or percent.
Locale As a character property, the selected locale affects the shaping of glyphs via OpenType features in a font. For
example, languages like Turkish do not have ligatures such as fi and ff. Another example is the capital version of 'i' in
Turkish, which is an uppercase i with a dot and not 'I'.
A separate flow-level Locale property is available in the Container and Flow section of the TLF Text Property inspector.
All characters inherit the Container and Flow Locale property unless it is set differently at the character level.
Indent Specifies the indentation of the first word of the selected paragraph, in pixels.
Spacing: Before and After Specifies pixel values for space before and after a paragraph.
Note: Unlike traditional page layout applications, the vertical space specified between paragraphs collapses when
values overlap. For example, you have two paragraphs, Para1 followed by Para2. Para1 has 12 pixels of space after it
(Space After), and Para2 has 24 pixels of space before it (Space Before). TLF produces 24 points between the paragraphs,
not 36. If a paragraph begins at the top of a column, no extra space is added before the paragraph. In this case, you can
use the first baseline offset options of the paragraph.
Text Justify Text Justify: Indicates how justification is applied to text. Text Justify can have these values:
Paragraphs with Roman (left) and East Asian (right) justification rules.
Kinsoku Shori Type Sometimes called the justification style. This property specifies options for handling Japanese
kinsoku characters, which cannot appear at either the beginning or end of a line. Kinsoku Shori Type can have these
values:
• Auto: Resolved based on the Locale selected in the container and Flow section of the Text Property inspector. This
setting is the default.
• Prioritize Least Adjustment: Bases justification on either expanding or compressing the line, whichever gives a result
closest to the desired width.
• Push In Kinsoku: Bases justification on compressing kinsoku at the end of the line. Kinsoku expands if no kinsoku
occurs or if that end-of-line space is insufficient.
• Push Out Only: Bases justification on expanding the line.
Leading Model Leading Model is a paragraph format composed of allowed combinations of leading basis and leading
direction.
Leading Basis determines the baselines of two consecutive lines that are intended to be at the distance specified by line
height from each other. For example, for two consecutive lines in a paragraph with Roman leading basis, the line height
is the distance between their respective Roman baselines.
Leading Direction determines the direction in which line height is measured. If leading direction is Up, line height is
the distance of a line's baseline from the previous line's baseline. If leading direction is Down, line height is the distance
of a line's baseline from the next line's baseline.
• Single Line
• Multiline: This option is only available when the selected text is area text. It is not available if the selected text is point
text.
• Multiline No Wrap
• Password: Makes characters appear as dots instead of letters for password security. This option is only available in
the menu when the text type is Editable (for either point or area text). It is not available for the Read Only or
Selectable text types.
Max Chars The maximum number of characters to allow in the text container. Enabled only for text containers whose
type is set to Editable. The maximum value is 65535.
Alignment Specifies the alignment of text within the container. Settings include:
• Top: Vertically aligns text down from the top of the container.
• Center: Centers lines of text in the container
• Bottom: Vertically align lines of text up from the bottom of the container.
• Justify: Evenly distributes lines of text vertically between the top and bottom of the container.
Note: The Alignment options change appropriately when the text direction is set to Vertical.
Column Count Specifies the number of columns of text within the container. This property is only enabled for area text
containers. The default value is 1. The maximum value is 50.
Column Gutters Specifies the spacing (or gutter) between each column in the selected container. The default value is
20. The maximum value is 1000. The unit of measurement is set according to the Ruler Units set in Document Settings.
Padding Specifies the width of the margins between the text and the selected container. Padding can be set for all 4
margins.
Border Color The color of the stroke around the outside of the container. The default is no border.
Border width The width of the stroke around the outside of the container. Enabled only when a border color is chosen.
The maximum value is 200.
Background Color The color of the background behind the text. The default is no color.
First Line Offset specifies the alignment of the first line of text with the top of the text container. For example, you can
make text fall a specific distance below the top of the container. First line offset is often referred to as first baseline offset
when working with Roman characters. In this case, the baseline is an imaginary line on which the majority of the
characters in a typeface rest. When working with TLF, baseline can refer to any of the following, depending on the
language being used: Roman, Ascent, Descent, Ideographic Top, Ideographic Center, and Ideographic Bottom.
First Line Offset can have these values:
• pt: Specify the distance in points between the baseline of the first line of text and the top inset of the frame. This
setting enables a field for specifying the point distance.
• Auto: Aligns the top of the line, based on the tallest glyph, with the top of the container.
• Ascent: The distance between the top inset of the text container and the baseline of the first line of text is the height
of the tallest glyph in the font (typically the "d" character in Roman fonts).
• Line Height: The distance between the top inset of the text container and the baseline of the first line of text is the
Line Height (leading) of the line.
Direction Used to specify either a left-to-right or right-to-left text direction for the selected container. Left-to-right is
used for most languages. Right-to-left is used for Middle Eastern languages such as Arabic and Hebrew, and languages
based on Arabic script such as Farsi or Urdu.
When applied at the paragraph level, direction controls the left-to-right or right-to-left text direction and the indents
and punctuation used by the paragraph. When applied at the container level, direction controls the column direction.
Paragraphs in the container inherit the direction attribute from the container.
Locale Sets the Locale property at the flow level. See Working with character styles.
• To link to a new text container, click or drag on an empty part of the Stage. Clicking creates an object of the same
size and shape as the original; dragging lets you create a rectangular text container of any size. You can also add
a new container between 2 linked containers.
The containers are now linked and text can flow between them.
To unlink two text containers, do one of the following:
• Place the container in edit mode and then double-click the In-port or Out-port that you want to unlink. The text
reflows in the first of the two containers.
• Delete one of the linked text containers.
Note: After creating a linkage, the second text container acquires the flow direction and locale of the first container. After
un-linking, these settings persist in the second container instead of reverting to their pre-linkage settings.
Set type of tab Double-click a marker or Shift-click several markers and select a type from the menu.
Start, Center, or End tab Aligns the start, end, or center of the text to the tab stop.
Decimal tab Aligns a character in the text to the tab stop. This character is usually a decimal point, shown by default
in the menu. To align to a dash or other character, enter it in the menu.
Add tab Click in the tab ruler. The tab marker appears at that location in the tab ruler.
Move tab Drag the tab marker to a new location. (To move it precisely, double-click its tab marker and enter a pixel
location for the marker.)
Delete tab Drag its marker downward off the tab ruler until it disappears. (If the text is vertically aligned, drag the
marker to the left, toward the text, until it disappears.)
Change unit of measure Choose Modify > Document. Then select a unit from the Ruler Units menu in the dialog box.
Roman characters in vertical text without Tate Chu Yoko rotation (left) and with Tate Chu Yoko (right)
• Dominant Baseline
• Alignment Baseline
• Mojikumi
• Kinsoku Shori Type
• Leading Model
• Linked images
• Symbols
• Blending modes
In addition, Illustrator and Animate support pasted artwork in the following ways:
• When you select entire top-level layers in Illustrator artwork and paste them into Animate, the layers are preserved
along with their properties (visibility and locking).
• Non-RGB Illustrator colors (CMYK, grayscale, and custom) convert to RGB in Animate. RGB colors paste as
expected.
• When you import or paste Illustrator artwork, you can use various options to preserve effects (such as drop shadow
on text) as Animate filters.
• Animate preserves Illustrator masks.
Exporting SWF files from Illustrator
From Illustrator, you can export SWF files that match the quality and compression of SWF files exported from Animate.
When you export, you can choose from a variety of presets to ensure optimal output, and you can specify how to handle
multiple artboards, symbols, layers, text, and masks. For example, you can specify whether Illustrator symbols are
exported as movie clips or graphics, or you can choose to create SWF symbols from Illustrator layers.
Importing Illustrator files into Animate
When you want to create complete layouts in Illustrator and then import them into Animate in one step, you can save
your artwork in the native Illustrator format (AI) and import it, with high fidelity, into Animate using the File > Import
To Stage or File > Import To Library commands in Animate.
If your Illustrator file contains multiple artboards, you select the artboard you want to import from the Import dialog
box in Animate, and specify settings for in that artboard for all layers. All objects on the selected artboard can be
imported as a single or multiple animate layers or keyframes in Animate.
When you import Illustrator artwork as an AI, EPS, or PDF file, Animate preserves the same attributes as for pasted
Illustrator artwork. In addition, when an imported Illustrator file contains layers, you can import them in any of the
following ways:
• Convert Illustrator layers to Animate layers
• Convert Illustrator layers to Animate frames
• Convert all Illustrator layers to a single Animate layer
Symbol workflow
Symbol workflow in Illustrator is similar to symbol workflow in Animate.
Text Conversion If the AI file contains Text, you can convert the text to:
• Editable Text
• Vector Outline
• Flattened bitmap image
Layer Conversion Animate CC allows you to convert layers in the imported AI file to:
(Flash Professional CS6 and earlier versions only) Symbol properties and links Using the Symbols panel or the Control
panel, you can easily assign names to symbol instances, break links between instances and symbols, swap a symbol
instance with another symbol, or create a copy of the symbol. In Animate, the editing features in the Library panel work
in a similar way.
(Flash Professional CS6 and earlier versions only) Static, dynamic, and input text objects
When you bring static text from Illustrator into Animate, Animate converts the text to outlines. In addition, you can
set up your text in Illustrator as dynamic text. Dynamic text enables you to edit text content programmatically in
Animate, and easily manage projects that require localization in multiple languages.
In Illustrator, you can specify individual text objects as static, dynamic, or input text. Dynamic text objects in Illustrator
and Animate have similar properties. For example, both use kerning that affects all characters in a text block rather than
individual characters, both anti-alias text the same way, and both can be linked to an external XML file containing text.
When converting AI layers to keyframes, the AI file is imported as a movie clip; converting the AI layers to Flash layers,
or as a single Flash layer, imports the AI file as a graphic symbol. The resulting movie clip or graphic symbol contains
all of the content of the AI file imported to its timeline, as if the content were imported to the Stage. Almost all movie
clips have a bitmap or other asset associated with them. To minimize confusion and naming conflicts, these assets are
stored in an Assets folder in the same folder as the movie clip.
note: When you import to the library, the AI file's contents are imported to the movie clip's timeline, not the main
Animate timeline.
(Flash Professional CS6 and earlier versions only) AI File Importer preferences
The Animate Preferences dialog box lets you set import preferences for AI files and the AI File Import dialog box. The
preferences you specifiy for importing AI files affect the options the AI Import dialog box is initially populated with for
the Illustrator object types.
Note: To override the preferences specified for different layer types on an object by object basis, use the AI Import dialog
box. Select the layer, object, or group to change its import options, and specify the necessary options.
General Preferences that affect how the AI Importer will respond when importing AI files:
Show Import Dialog Box Specifies that the AI File Import dialog box appears.
Exclude Objects Outside Crop Area Excludes objects on the Illustrator canvas which fall outside the artboard or crop
area.
Import Hidden Layers Specifies that hidden layers be imported by default.
Import Text As Lets you specify the following import preferences for text objects:
Editable Text Specifies that imported Illustrator text is editable Animate Pro text. The appearance of the text may be
compromised to maintain the editability of the text.
Vector Outlines Converts text to vector paths. Use this option to preserve the visual appearance of the text. Some visual
effects might be sacrificed—such as unsupported blend modes and filters—but visual attributes such as text on a path
are maintained if the text is imported as a movie clip. The text itself is no longer editable, but opacity and compatible
blend modes maintain their editability.
note: To preserve the drop shadow, inner glow, outer glow, and Gaussian blur that AI effects applied to text as editable
Animate filters, select Create Movie Clip Import to import the text as a movie clip.
Bitmaps Rasterizes the text into a bitmap to preserve the exact appearance of the text as it was in Illustrator. If filters
or other effects are applied that are not compatible with Animate, importing the text as a bitmap preserves the visual
appearance. Rasterized text is no longer editable.
Create Movie Clips Specifies that text objects be imported inside a movie clip. To maintain supported blend modes, AI
effects, and transparency of less than 100% between Illustrator and Animate, specify that the text object be imported
as a movie clip.
Import Paths As Lets you specify the following path import preferences:
Editable Paths Creates an editable vector path. Supported blend modes, effects, and object transparency are preserved,
but attributes not supported in Animate are discarded.
Bitmaps Rasterizes the path into a bitmap to preserve the exact appearance of the path in Illustrator. A rasterized image
is no longer editable.
Create Movie Clips Specifies that path objects be imported inside a movie clip.
Flatten Bitmaps To Maintain Appearance Rasterizes the image into a bitmap to preserve the appearance of blending
modes and effects that are not supported in Animate. A rasterized image is no longer editable.
Create Movie Clips Specifies that images be imported inside a movie clip.
Import As Bitmaps Rasterizes the group into a bitmap to preserve the appearance of the objects as they appeared in
Illustrator. After a group is converted to a bitmap, the objects in it cannot be selected or renamed.
Create Movie Clips Specifies that all objects in the group be encapsulated into a single movie clip.
Import As Bitmaps Rasterizes the layer into a bitmap to preserve the appearance of the objects as they appeared in
Illustrator.
Create Movie Clips Specifies that the layer is encapsulated into a movie clip.
Movie Clip Registration Specifies a global registration point for movies that are created. This setting applies to the
registration point for all object types. This option can be changed on an object by object basis in the AI File Import
dialog box; this is the initial setting for all object types. For more information on movie clip registration, see Edit
symbols.
4 In the Basic options, select the options in Layer conversion, Text conversion and Convert Layers:
• Select Illustrator Artboard: Allows you select the artboard you want to import. When you change the Artboard
in the Basic options, the tree layout in Advanced Options are updated according to the selected Artboard.
• Import as bitmap: Creates a bitmap of the imported AI asset.
• Maintain editable paths and effects: Creates an editable vector shape with a bitmap clipped inside the vector.
Supported blend modes, filters, and opacity are maintained.
• Single flattened image: Rasterizes the shape into a bitmap to preserve the exact appearance of the shape layer in
Illustrator.
• Editable text: Creates an editable text object from the text on the selected Illustrator layer. The appearance of the
text might be compromised to maintain the edit ability of the text.
• Vector outlines: Converts text to vector paths to preserve the visual appearance of the text.
• Flattened bitmap image: Rasterizes the text into a bitmap to preserve the exact appearance of the text layer in
Illustrator. Rasterized text is no longer editable.
• Animate layers: Selected layers in the Select Illustrator layer list are placed on their own layer. Each layer is
labeled with the name of the layer in the Illustrator file.
• Single Animate layer: All the AI layers are placed on a single Animate layer.
• Keyframes: All selected layers in the Select Illustrator layer list are placed in individual keyframes on anew layer.
• Place objects at original position: Retains the exact position that they had in Illustrator. For example, if an
object was positioned at X = 100 Y = 50 in Illustrator, it assumes the same coordinates on the Animate Stage. (Not
displayed in Import to Library option).
• Import as a single bitmap image: Flattens the AI layers into a single bitmap.
• Import unused symbols: Will import even the unused symbols.
• Set stage size to the same as Illustrator artboard (612x792): Sets the stage to that of Illustrator artboard if
selected. (Will not be shown in case of Import to Library).
5 Select Import to import the files, cancel to cancel the process and Show advanced options to display the advanced
options.
2 Select Change Import Settings To Resolve Object Incompatibilities. Many incompatibilities between Illustrator and
Animate can be automatically corrected using the incompatibility report and the import recommendations
suggested in the Import options area of the AI Import dialog box.
Bitmap Rasterizes the text into a bitmap to preserve the exact appearance of the text as it was in Illustrator. If filters or
other effects are applied that are not compatible with Animate, importing the text as a bitmap preserves the visual
appearance. Rasterized text is no longer editable.
Flatten Bitmap To Maintain Appearance Rasterizes the image into a bitmap to preserve the appearance of blending
modes and effects that are not supported in Animate. A rasterized image is no longer editable.
Create Movie Clip Imports Illustrator images as movie clips.
(Flash Professional CS6 and earlier versions only) Group import options
Groups are collections of graphic objects that are treated as a single unit. Grouping lets you move or transform a
number of objects without affecting their attributes or relative positions. For example, you might group the objects in
a logo design so that you can move and scale the logo as one unit. Groups can also be nested. That is, they can be
grouped in other objects or groups to form larger groups.
Groups appear as <Group> items in the Import panel. When an item such as a group contains other items, a triangle
appears to the left of the item’s name. Click the triangle to show or hide the contents of the group. If no triangle appears,
the item contains no additional items.
Import As Bitmap Rasterizes the group into a bitmap to preserve the appearance of the objects as they appeared in
Illustrator. After a group is converted to a bitmap, the objects in it cannot be selected or renamed.
Create Movie Clip Encapsulates all objects in the group into a single movie clip.
Paste Using AI File Importer Preferences Imports the file using the AI file import setting specified in
Animate Preferences (Edit > Preferences).
Apply Recommended Import Settings To Resolve Incompatibilities Enabled by default when Paste Using AI File
Importer Preferences is selected. Automatically fixes any incompatibilities detected in the AI file.
Maintain Layers Enabled by default when Paste Using AI File Importer Preferences is selected. Specifies that layers in
the AI file be converted to Animate layers (the same as if you selected Convert To Flash Layers from the AI Import
dialog box). If deselected, all layers are flattened into a single layer.
About symbols
A symbol is a graphic, button, or movie clip that you create once in the Animate CC (formerly Flash Professional CC)
authoring environment or by using the SimpleButton (AS 3.0) and MovieClip classes. You can then reuse the symbol
throughout your document or in other documents.
A symbol can include artwork that you import from another application. Any symbol that you create automatically
becomes part of the library for the current document.
An instance is a copy of a symbol located on the Stage or nested inside another symbol. An instance can be different
from its parent symbol in color, size, and function. Editing the symbol updates all of its instances, but applying effects
to an instance of a symbol updates only that instance.
Using symbols in your documents dramatically reduces file size; saving several instances of a symbol requires less
storage space than saving multiple copies of the contents of the symbol. For example, you can reduce the file size of your
documents by converting static graphics, such as background images, into symbols and then reusing them. Using
symbols can also speed SWF file playback, because a symbol needs to be downloaded to Flash® Player only once.
Share symbols among documents as shared library assets during authoring or at runtime. For runtime shared assets,
you can link assets in a source document to any number of destination documents, without importing the assets into
the destination document. For assets shared during authoring, you can update or replace a symbol with any other
symbol available on your local network.
If you import library assets with the same name as assets already in the library, you can resolve naming conflicts without
accidentally overwriting existing assets.
Additional introductory instruction about symbols is available from these resources:
Types of symbols
Each symbol has a unique Timeline and Stage, complete with layers. You can add frames, keyframes, and layers to a
symbol Timeline, just as you can to the main Timeline. When you create a symbol you choose the symbol type.
• Use graphic symbols for static images and to create reusable pieces of animation that are tied to the main
Timeline. Graphic symbols operate in sync with the main Timeline. Interactive controls and sounds won’t work in a
graphic symbol’s animation sequence. Graphic symbols add less to the FLA file size than buttons or movie clips
because they have no timeline.
• Use button symbols to create interactive buttons that respond to mouse clicks, rollovers, or other actions. You
define the graphics associated with various button states, and then assign actions to a button instance. For more
information, see Handling events in the ActionScript 3.0 Developer’s Guide.
• Use movie clip symbols to create reusable pieces of animation. Movie clips have their own multiframe Timeline
that is independent from the main Timeline—think of them as nested inside a main Timeline that can contain
interactive controls, sounds, and even other movie clip instances. You can also place movie clip instances inside the
Timeline of a button symbol to create animated buttons. In addition, movie clips are scriptable with ActionScript®.
• Use font symbols to export a font and use it in other Animate documents.
Animate provides built-in components, movie clips with defined parameters, that you can use to add user interface
elements, such as buttons, checkboxes, or scroll bars, to your documents. For more information, see About
ActionScript 3.0 Components in Using ActionScript 3.0 Components.
note: To preview animation in component instances and scaling of 9-slice-scaled movie clips in the Animate
authoring environment, select Control > Enable Live Preview.
Create symbols
You can create a symbol from selected objects on the Stage, create an empty symbol and make or import the content in
symbol-editing mode, and create font symbols in Animate. Symbols can contain all the functionality that Animate can
create, including animation.
Using symbols that contain animation lets you create Animate applications with a lot of movement while minimizing
file size. Consider creating animation in a symbol that has a repetitive or cyclic action—the up-and-down motion of a
bird’s wings, for example.
To add symbols to your document, use shared library assets during authoring or at runtime.
• Select Edit > Timeline > Copy Frames. To delete the sequence after converting it to a movie clip, select Cut
Frames.
3 Deselect your selection and make sure nothing on the Stage is selected. Select Insert > New Symbol.
4 Name the symbol. For Type, select Movie Clip, then click OK.
5 On the Timeline, click Frame 1 on Layer 1, and select Edit > Timeline > Paste Frames.
This action pastes the frames (and any layers and layer names) you copied from the main Timeline to the Timeline
of this movie clip symbol. Any animation, buttons, or interactivity from the frames you copied now becomes an
independent animation (a movie clip symbol) that you can reuse.
6 To return to document-editing mode, do one of the following:
• Click the Back button.
• Select Edit > Edit Document.
• Click the scene name in the Edit bar above the Stage.
Duplicate symbols
Duplicating a symbol lets you use an existing symbol as a starting point for creating a symbol.
To create versions of the symbol with different appearances, also use instances.
Edit symbols
When you edit a symbol, Animate updates all the instances of that symbol in your document. Edit the symbol in the
following ways:
• In context with the other objects on the Stage by using the Edit In Place command. Other objects are dimmed to
distinguish them from the symbol you are editing. The name of the symbol you are editing appears in an Edit bar at
the top of the Stage, to the right of the current scene name.
• In a separate window, using the Edit In New Window command. Editing a symbol in a separate window lets you see
the symbol and the main Timeline at the same time. The name of the symbol you are editing appears in the Edit bar
at the top of the Stage.
You edit the symbol by changing the window from the Stage view to a view of only the symbol, using symbol-editing
mode. The name of the symbol you are editing appears in the Edit bar at the top of the Stage, to the right of the
current scene name.
When you edit a symbol, Animate updates all instances of the symbol throughout the document to reflect your edits.
While editing a symbol, use any of the drawing tools, import media, or create instances of other symbols.
• Change the registration point of a symbol (the point identified by the coordinates 0, 0) by using any symbol-editing
method.
3 In the Edit ActionScript 3.0 dialog box that appears, verify that the editor assigned to the AS file is Flash Builder and
click OK.
If Flash Builder is not assigned to edit the file, select Flash Builder as the application to edit the class file and click
OK.
Flash Builder opens to edit the file.
7 Choose File > Publish to create a SWC file containing the compiled Flex component. Animate also creates a SWF
file from the main FLA file, but you can ignore the SWF file if you choose. The published component SWC file is
now ready for use in Flex.
8 To use the SWC file in Flex, do one of the following:
• Copy the SWC file from Animate and paste it into the bin folder of your Flex project.
• Add the SWC file to library path of your Flex project. For more information, see the Flex Builder documentation
at www.adobe.com/go/learn_flexresources_en.
Additional resources
The following resources provide additional information and examples about integrating Animate with Flash Builder:
• Site: http://jessewarden.com/
• You render and export a movie from After Effects; you publish a SWF file from Animate CC.
Exporting QuickTime video from Flash
If you create animations or applications with Animate, you can export them as QuickTime movies using the File >
Export > Export Movie command in Animate. For a Animate animation, you can optimize the video output for
animation. For a Animate application, Animate renders video of the application as it runs, allowing the user to
manipulate it. This lets you capture the branches or states of your application that you want to include in the video file.
Rendering and exporting FLV and F4V files from After Effects
When you render finished video from After Effects, select FLV or F4V as the output format to render and export video
that can play in Flash Player. You can then import the FLV or F4V file into Animate and publish it in a SWF file, which
can be played by Flash Player.
Importing and publishing video in Flash
When you import an FLV or F4V file into Animate, you can use various techniques, such as scripting or
Animate components, to control the visual interface that surrounds your video. For example, you might include
playback controls or other graphics. You can also add graphic layers on top of the FLV or F4V file for composite results.
Composite graphics, animation, and video
Animate and After Effects each include many capabilities that allow you to perform complex compositing of video and
graphics. Which application you choose to use will depend on your personal preferences and the type of final output
you want to create.
Animate is the more web-oriented of the two applications, with its small final file size. Animate also allows for run-time
control of animation. After Effects is oriented toward video and film production, provides a wide range of visual effects,
and is generally used to create video files as final output.
Both applications can be used to create original graphics and animation. Both use a timeline and offer scripting
capabilities for controlling animation programmatically. After Effects includes a larger set of effects, while the
Animate ActionScript® language is the more robust of the two scripting environments.
Both applications allow you to place graphics on separate layers for compositing. These layers can be turned on and off
as needed. Both also allow you to apply effects to the contents of individual layers.
In Animate, composites do not affect the video content directly; they affect only the appearance of the video during
playback in Flash Player. In contrast, when you composite with imported video in After Effects, the video file you
export actually incorporates the composited graphics and effects.
Because all drawing and painting in After Effects is done on layers separate from any imported video, it is always non-
destructive. Animate has both destructive and nondestructive drawing modes.
Selection Tool (V) Use this tool to select an entire object. Click or
drag an object to enclose object with
rectangular selection.
Polygon Tool (L) Use this tool to define a selection area with a
series of connected straight lines. To pick up
this tool, keep the Lasso tool selected and
click the Polygon Tool.
Magic Wand Tool (L) Use this tool to select areas of a bitmap
graphic that contain the same or similar
colors. To pick up this tool, keep the Lasso tool
selected and click the Magic Wand.
Modifying objects
Select the object first, to modify it. You can group individual objects to manipulate them as a single object. Modifying
lines and shapes can alter other lines and shapes on the same layer. To prevent a group or symbol from being selected
and accidentally changed, lock the group or symbol.
Modifying properties of an object
You can use Property inspector to modify an object’s stroke and fill properties. When you select an object, the Property
inspector displays the following:
• The object’s stroke and fill, its pixel dimensions, and the x and y coordinates of the object’s transformation point.
• A mixed selection, if you select multiple items. The pixel dimensions and x and y coordinates of the selected set of
items.
To lock or unlock a group or symbol, select the group or symbol, and then select Modify > Arrange > Lock. Select
Modify > Arrange > Unlock All to unlock all locked groups and symbols.
2 End the loop approximately where you started, or let Animate automatically close the loop. Animate closes the
selection outline and highlights the selected object.
4 To close the selection area, double-click at the last position. Animate closes the selection outline and highlights the
selected object.
note: When working with Static Vertical Text, the width field is disabled in the Properties Inspector. Modifying the
height automatically adjusts the width value. Similarly, when working with Static Horizontal Text, the height field is
disabled in the Properties Inspector. Modifying the width automatically adjusts the height value.
• For static horizontal text that has a fixed width, a square handle appears at the upper-right corner of the text field.
• For static vertical text that has right-to-left flow and extends, a round handle appears at the lower-left corner of the
text field.
• For static vertical text that has right-to-left flow and a fixed height, a square handle appears at the lower-left corner
of the text field.
• For static vertical text that has left-to-right flow and extends, a round handle appears at the lower-right corner of
the text field.
• For static vertical text that has left-to-right flow and a fixed height, a square handle appears at the lower-right corner
of the text field.
• For dynamic or input text fields that extend, a round handle appears at the lower-right corner of the text field.
• For dynamic or input text that has a defined height and width, a square handle appears at the lower-right corner of
the text field.
• For dynamic scrollable classic text fields, the round or square handle becomes solid black instead of hollow.
Shift-double-click the handle of dynamic and input text fields to create text fields that don’t expand when you enter
text on the Stage. This allows you to create a text field of a fixed size and fill it with more text than it can display to
create scrolling text.
After you use the Text tool to create a text field, use the Property inspector to specify the type of text field, and to set
values that control how the text field and its contents appear in the SWF file.
You can use most common word-processing techniques to edit text in Animate. Use the Cut, Copy, and Paste
commands to move text in a Animate file as well as between Animate and other applications.
4 For static text only: In the Text Property inspector, select a direction for text orientation and flow from the
Orientation Of Text menu. (Horizontal is the default setting.)
5 On the Stage, do one of the following:
• To create a text field that displays text in a single line, click where you want the text to start.
• To create a text field with a fixed width (for horizontal text) or fixed height (for vertical text), position the pointer
where you want the text to start and drag to the desired width or height.
Note: If you create a text field that extends past the edge of the Stage as you type, the text isn’t lost. To make the handle
accessible again, add line breaks, move the text field, or select View > Pasteboard.
6 Select text attributes in the Property inspector.
Multiline No Wrap Displays text in multiple lines that break only if the last character is a breaking character, such as
Enter (Windows) or Return (Macintosh).
7 To enable users to select dynamic text, click Selectable . Deselect this option to prevent users from selecting
dynamic text.
8 To preserve rich text formatting (such as fonts and hyperlinks) with the appropriate HTML tags, click Render Text
As HTML .
9 To display a black border and white background for the text field, click Show Border Around Text .
10 (Optional) In the Var box, enter the variable name for the text field. (Use this option only when authoring for
Macromedia Flash Player 5 from Adobe or earlier.)
Beginning with Macromedia Flash MX (version 6), you assign the text field an instance name using the Property
inspector. Although you can use the variable name method with dynamic text fields for backwards compatibility to
Macromedia Flash 5 and earlier versions, Adobe doesn't recommend this, because you can't control other text field
properties, or apply style sheet settings.
11 (Optional) Click Embed to open the Font Embedding dialog box. for more information, see Embed fonts for
consistent text appearance.
Right to Left Text Flow Makes lines of vertical text fill the page from right to left.
No Kerning Prevents kerning from being applied to vertical text. (Kerning remains enabled for horizontal text.)
You can set the font and paragraph attributes of text. Font attributes include font family, point size, style, color, letter
spacing, autokerning, and character position. Paragraph attributes include alignment, margins, indents, and line
spacing.
For static text, font outlines are exported in a published SWF file. For horizontal static text, you can use device fonts
instead of exporting font outlines.
For dynamic or input text, Animate stores the names of the fonts, and Flash Player locates identical or similar fonts on
the user’s system. You can also embed font outlines in dynamic or input text fields. Embedding font outlines can
increase file size, but it ensures that users have the correct font information.
When creating new text, Animate uses the text attributes that are currently set in the Property inspector. When you
select existing text, use the Property inspector to change font or paragraph attributes, and to direct Animate to use
device fonts rather than embedding font outline information.
2 In the Property inspector (Window > Properties), set the following options:
• To specify letter spacing (tracking and kerning), enter a value in the Letter Spacing field.
• To use a font’s built-in kerning information, select Auto-Kern.
• To specify superscript or subscript character position, click the Toggle Superscript or Toggle Subscript button.
The default position is Normal. Normal places text on the baseline, Superscript places text above the baseline
(horizontal text) or to the right of the baseline (vertical text), and Subscript places text below the baseline
(horizontal text) or to the left of the baseline (vertical text).
Anti-aliasing is supported for static, dynamic, and input text if the user has Flash® Player 7 or later. It is supported only
for static text if the user has an earlier version of Flash Player.
When using small text in a Animate document, keep in mind the following guidelines:
• Sans serif text, such as Helvetica or Arial, appears clearer at small sizes than serif text.
• Some type styles, such as bold and italic, can make text less legible at small sizes.
• In some cases, text appears somewhat smaller than text of the same point size in other applications.
The Animate text rendering engine provides clear, high-quality text rendering in Animate (FLA) documents and
published SWF files. The Anti-alias for Readability setting makes text more legible, particularly at small font sizes.
Custom anti-aliasing lets you specify the thickness and sharpness of fonts used in individual text fields.
High quality anti-aliasing is automatically enabled whenever you publish to Flash Player 8 or later and Anti-Alias For
Readability or Custom Anti-Alias is selected. Anti-Alias For Readability may cause a slight delay when you load
Animate SWF files, especially if you are using four or five different character sets in the first frame of a
Animate document. High-quality anti-aliasing may also increase Flash Player’s memory usage. Using four or five fonts,
for example, can increase memory usage by approximately 4 MB.
When the publish setting of your file is Adobe® Flash® Player 8 or later, and Anti-Alias For Readability or Custom Anti-
Alias is your chosen anti-aliasing option, high-quality anti-aliasing applies to the following:
• Untransformed text that is scaled or rotated
note: Although the text can be scaled or rotated, it must remain flat (that is, untransformed). For example, if you
skew the fonts or otherwise manipulate the font shapes, Anti-Alias for Readability is automatically disabled.
• All font families (including bold, italic, and so on)
• Display sizes of up to 255 points
• Exporting to most non-Animate file formats (GIF or JPEG)
High-quality anti-aliasing is disabled under the following conditions:
• Flash Player 7 or earlier is the selected version of Flash Player.
• An anti-aliasing option other than Anti-Alias for Readability or Custom Anti-Alias is selected.
• Text is skewed or flipped.
• The FLA file is exported to a PNG file.
Transforming text
You can create text effects by transforming text fields. For example, you can rotate, skew, flip, and scale text fields.
(When you scale a text field as an object, the Property inspector does not reflect increases or decreases in point size.)
The text in a transformed text field can still be edited, although severe transformations may make it difficult to read.
You can also animate text by using Timeline effects. For example, you can make text bounce, fade in or out, or explode.
The first pointer you see when you select the Pen tool. Indicates that the next mouse click on the Stage will create an
initial anchor point, which is the beginning of a new path (all new paths begin with an initial anchor point). Any
existing drawing paths are terminated.
Sequential Anchor Point pointer
Indicates that the next mouse click will create an anchor point with a line connecting it to the previous anchor point.
This pointer is displayed during the creation of all user-defined anchor points except the initial anchor point of a path.
Add Anchor Point pointer
Indicates that the next mouse click will add an anchor point to an existing path. To add an anchor point, the path must
be selected, and the Pen tool must not be over an existing anchor point. The existing path is redrawn based on the
additional anchor point. Only one anchor point can be added at a time.
Delete Anchor Point pointer
Indicates that the next mouse click on an existing path will remove an anchor point. To remove an anchor point, the
path must be selected with the Selection tool, and the pointer must be over an existing anchor point. The existing path
is redrawn based on the removal of the anchor point. Only one anchor point can be removed at a time.
Continue Path pointer
Extends a new path from an existing anchor point. For this pointer to be activated, the mouse must be over an existing
anchor point on a path. This pointer is only available when you are not currently drawing a path. The anchor point does
not have to be one of the terminal anchor points of a path; any anchor point can be the location of a continued path.
Close Path pointer
Closes the path you’re drawing on the starting point of the path. You can only close a path that you are currently
drawing, and the existing anchor point must be the starting anchor point of the same path. The resulting path does not
have any specified fill color settings applied to the enclosed shape; apply fill color separately.
Join Paths pointer
Similar to the Close Path Tool except that the mouse must not be over the initial anchor point of the same path. The
pointer must be over either of the terminal points of a unique path. The segment may or may not be selected.note:
Joining paths may or may not result in a closed shape.
Retract Bezier Handle pointer
Appears when the mouse is over an anchor point whose Bezier handles are displayed. Clicking the mouse retracts the
Bezier handles and causes the curved path across the anchor point to revert to straight segments.
Convert Anchor Point pointer
Converts a corner point without direction lines to a corner point with independent direction lines. To enable the
Convert Anchor Point pointer, use the Shift + C modifier keys to toggle the Pen tool.
For a video tutorial about the Pen tool, see www.adobe.com/go/vid0120.
4 Position the Pen tool where the curve segment is to end, and do one of the following:
• To create a C-shaped curve, drag in a direction opposite to the previous direction line and release the mouse
button.
• To create an S-shaped curve, drag in the same direction as the previous direction line and release the mouse
button.
Drawing an S curve
5 To create a series of smooth curves, continue dragging the Pen tool from different locations. Place anchor points at
the beginning and end of each curve, not at the tip of the curve.
To break out the direction lines of an anchor point, Alt-drag (Windows) or Option-drag (Macintosh) direction lines.
6To complete the path, do one of the following:
• To close the path, position the Pen tool over the first (hollow) anchor point. A small circle appears next to the
Pen tool pointer when it is positioned correctly. Click or drag to close the path.
• To leave the path open, Ctrl-click (Windows) or Command-click (Macintosh) anywhere away from all objects,
select a different tool, or choose Edit > Deselect All.
Note: Don’t use the Delete, Backspace, and Clear keys or the Edit > Cut or Edit > Clear commands to delete anchor points;
these keys and commands delete the point and the line segments that connect to that point.
1 Select the path to modify.
2 Click and hold the mouse button on the Pen tool , then select the Pen tool , Add Anchor Point tool , or the
Delete Anchor Point tool .
3 To add an anchor point, position the pointer over a path segment, and click. To delete an anchor point, position the
pointer over an anchor point, and click.
Adjust segments
To change the angle or length of the segment or adjust curved segments to change the slope or direction of the curve,
adjust straight segments.
When you move a tangent handle on a smooth point, the curves on both sides of the point adjust. When you move a
tangent handle on a corner point, only the curve on the same side of the point as the tangent handle adjusts.
• To adjust a straight segment, select the Subselection tool , and select a straight segment. Use the Subselection tool
to drag an anchor point on the segment to a new position.
• To adjust a curve segment, select the Subselection tool and drag the segment.
note: When you click the path, Animate shows the anchor points. Adjusting a segment with the Subselection tool
can add points to the path.
• To adjust points or tangent handles on a curve, select the Subselection tool, and select an anchor point on a curved
segment.
• To adjust the shape of the curve on either side of the anchor point, drag the anchor point, or drag the tangent handle.
To constrain the curve to multiples of 45º, Shift-drag. To drag tangent handles individually, Alt-drag (Windows) or
Option-drag (Macintosh).
note: Use Photo compression for images with complex color or tonal variations, such as photographs or images with
gradient fills. Use lossless compression for images with simple shapes and relatively few colors.
4 To determine the results of the file compression, click Test. To determine if the selected compression setting is
acceptable, compare the original file size to the compressed file size.
5 Click OK.
Note: JPEG Quality settings that you select in the Publish Settings dialog box do not specify a quality setting for imported
JPEG files. Specify a quality setting for each imported JPEG file in the Bitmap Properties dialog box.
3 Select Bitmap from the pop-up menu in the upper right of the panel.
4 To use a larger preview window to display more bitmaps in the current document, click the arrow in the lower-right
corner to expand the Color panel.
5 Click a bitmap to select it.
The bitmap becomes the current fill color. If you selected artwork in step 1, the bitmap is applied as a fill to the
artwork.
Multilanguage text
Range Description
Uppercase [A–Z] Basic Latin uppercase glyphs, plus the space character 0x0020.
Lowercase [a–z] Basic Latin lowercase glyphs, plus the space character 0x0020.
Basic Latin Basic Latin glyphs within the Unicode range 0x0020 to 0x007E.
Japanese (All) Japanese Kana and Kanji (including punctuation and special
characters)
Traditional Chinese – Level 1 5000 most commonly used Traditional Chinese characters used in
Taiwan
Traditional Chinese (All) All Traditional Chinese characters used in Taiwan and Hong Kong, and
punctuations
Simplified Chinese – Level 1 6000 most commonly used Simplified Chinese characters used in
mainland of China and punctuations
Chinese (All) All Traditional and Simplified Chinese characters and punctuations
Latin Extended Add'l Latin Extended Additional range 0x1E00 to 0x1EFF (including
punctuation, superscripts and subscripts, currency symbols, and
letter-like symbols)
Range Description
Set the system.useCodepage property only once in a document; do not use it multiple times in a document to make the
player interpret some external files as Unicode and some as other encoding, because this can yield unexpected results.
If you set the system.useCodepage property to true, the traditional code page of the operating system running the
player must include the glyphs used in your external text file for the text to appear. For example, if you load an external
text file that contains Chinese characters, those characters do not appear on a system that uses the CP1252 code page,
because that code page does not include Chinese characters. To ensure that users on all platforms can view external text
files used in your Animate applications, encode all external text files as Unicode and leave the system.useCodepage
property set to false by default. This causes Flash Player to interpret the text as Unicode. For more information, see
useCodepage (System.useCodepage property) in the ActionScript 2.0 Language Reference.
Text encoding
All text in a computer is encoded as a series of bytes. Many different forms of encoding (and therefore, different bytes)
represent text. Different kinds of operating systems use different kinds of encoding for text. For example, Western
Windows operating systems usually use CP1252 encoding; Western Macintosh operating systems usually use
MacRoman encoding; Japanese Windows and Macintosh systems usually use Unicode encoding.
Unicode can encode most languages and characters used throughout the world. The other forms of text encoding that
computers use are subsets of the Unicode format, tailored to specific regions of the world. Some of these forms are
compatible in some areas and incompatible in other areas, so using the correct encoding is critical.
Unicode has several forms. Flash Player versions 6 and 7 and later support text or external files in the 8-bit Unicode
format UTF-8, and in the 16-bit Unicode formats UTF-16 BE (Big Endian) and UTF-16 LE (Little Endian).
By default, Flash Player 7 and later assumes that all text it encounters is Unicode encoded. If your document loads
external text or XML files, the text in these files should be UTF-8 encoded. Create these files by using the Strings panel
or using a text or HTML editor that can save the files in Unicode format.
Unicode encoding formats that Flash Player supports
When reading text data in Animate, Flash Player looks at the first two bytes in the file to detect a byte order mark
(BOM), a standard formatting convention used to identify the Unicode encoding format. If no BOM is detected, the
text encoding is interpreted as UTF-8 (an 8-bit encoding format). It is recommended that you use UTF-8 encoding in
your applications.
If Flash Player detects either of the following BOMs, the text encoding format is interpreted as follows:
• If the first byte of the file is OxFE and the second is OxFF, the encoding is interpreted as UTF-16 BE (Big Endian).
This is used for Macintosh operating systems.
• If the first byte of the file is OxFF and the second is OxFE, the encoding is interpreted as UTF-16 LE (Little Endian).
This is used for Windows operating systems.
Most text editors that can save files in UTF-16BE or LE automatically add the BOMs to the files.
note: If you set the system.useCodepage property to true, the text is interpreted using the traditional code page of the
operating system that is running the player; it is not interpreted as Unicode.
Encoding in external XML files
You cannot change the encoding of an XML file by changing the encoding tag. Flash Player identifies the encoding of
an external XML file using the same rules as for all external files. If no BOM is encountered at the beginning of the file,
the file is assumed to be in UTF-8 encoding. If a BOM is encountered, the file is interpreted as UTF-16BE or LE.
A column for the language is added to the Strings panel. When you save, test, or publish the application, a folder with
an XML file is created for each language.
In the Strings panel, encode each text string with an ID.
Publish the application.
A folder is created for each language you select, and within each language folder is an XML file for that language.
Send the published FLA file and XML folders and files to your translators.
Author in your native language and let the translators make the translation. They can use translation software directly
in the XML files or in the FLA file.
When you receive the translations from your translators, import the translated XML files back into the FLA file.
Note: Flash Pro CS4 files with anti-aliased classic, dynamic text fields populated from the Strings panel may not display
properly when updated to Flash Pro CS5. This is due to changes in font embedding in Flash Pro CS5. To solve this problem,
manually embed the fonts used by the text fields. For instructions, see Embed fonts for consistent text appearance.
Select a language
1 Select Window > Other Panels > Strings, and click Settings.
2 Add a language by doing one of the following:
• In the Languages box, highlight a language to select, and click Add.
• If the language does not appear in the Languages box, in the blank field below the Languages box, type a language
code in the format xx. (The language code is from ISO 639-1.) Click Add.
3 Repeat step the previous step until you have added all the necessary languages.
4 Select a default language from the Default runtime language menu. This language appears on systems that do not
have one of the active languages you selected.
5 To load an XML file for the languages from a different URL at runtime, type the URL in the URL text field and click
OK.
A column for each selected language appears in the Strings panel. The columns appear in alphabetical order.
6 Save the FLA file. When you save the FLA file, a folder for each language you selected is created in the same folder
indicated in the SWF publish path. If no SWF publish path has been selected, it is created in the folder the FLA file
resides in. Within each language file an XML file is created that is used to load translated text.
Remove a language
1 Select Window > Other Panels > Strings, and click Settings.
2 In the Active languages field, highlight a language and click Remove.
3 Repeat step 3 until you have removed all the unwanted languages.
4 When you finish removing languages, click OK.
The column for each removed language no longer appears in the Strings panel.
Note: When you remove a language from the Strings panel, the language XML file is not deleted from the local file system.
This lets you add the language back into the Strings panel by using the previous XML file, and prevents accidental deletion.
To completely remove the language, you must delete or replace the language XML file.
When you start a SWF file, you also need to start the associated XML files with the string translations in the web server.
The first frame that contains text cannot appear until the entire XML file is downloaded.
Note: The ActionScript code that the Strings panel generates does not use the Locale.initialize function. Decide how to call
this function based on the language detection customizations your project requires.
Note: The ActionScript that the Strings panel generates does not use the Locale.initialize function. Decide how to call this
function based on the language detection customizations your project requires.
Additional resources
• Article: Formatting text for localized Animate projects (Adobe.com)
Character Replaced by
& &
' '
" "
< <
> >
Note: If the external file is an XML file, you cannot use an XML encoding tag to change the file encoding. Save the file in
a supported Unicode format.
1 In the Animate authoring application, create a dynamic or input text field to show the text in the document.
2 In the Property inspector, with the text field selected, assign an instance name to the text field.
3 Outside of Animate, create a text or XML file that defines the value for the text field variable.
4 Save the XML file in UTF-8 (recommended), UTF-16BE, or UTF-16LE format.
5 Use one of the following ActionScript procedures to reference the external file and load it into the dynamic or input
text field:
• Use the loadVariables action to load an external file.
• Use the getURL action to load an external file from a specified URL.
• Use the LoadVars object (a predefined client-server object) to load an external text file from a specified URL.
• Use the XML object (a predefined client-server object) to load an external XML file from a specified URL. For
more information, see XML in the ActionScript Language Reference.
5 To include the external file in the dynamic or input text field, use the #include directive. For more information, see
#include directive in the ActionScript Language Reference.
When the SWF file plays, the following characters appear in the text field:
For best results when creating a text field that contains multiple languages, use a font that includes all the glyphs your
text needs.
Bitmap .bmp • •
JPEG .jpg • •
PNG .png • •
You can import the following bitmap file formats into Animate only if QuickTime 4 or later is installed:
TIFF .tif • •
Sound formats
Animate can import the following audio formats:
Wave .wav •
MP3 .mp3 • •
Animate can import the following audio formats only if QuickTime 4 or later is installed:
Sun AU .au • •
Wave .wav • •
Video formats
Animate can import the following video formats:
Paste a bitmap from another application directly into the current Animate document
1 Copy the image in the other application.
2 In Animate, select Edit > Paste In Center.
3 ActionScript 1 / ActionScript 2:
1 Publish Settings is defaulted to ActionScript 3
2 AS2 code attached to any instance on stage will be removed (because actions on instances is not supported in
AS3)
3 AS2 components will be carried forward as placeholders, but cannot be used to create new content on stage. Also,
they will generate compile errors in AS3.
Note: As Animate CC scans for and then convert any deprecated content in older files, you may experience delays when
opening files previously saved in an earlier version of Animate. To resolve this delay for future uses, re-save the file using
Animate CC. Once the file is stamped as CC, this scan and conversion will no longer occur on the said file and, hence,
resulting in faster file opening times.
Note: Animate CC does not support importing of SWC files.
Video
Chapter 5: Platforms
Workflows
The Custom Platform Support feature includes two parts: one for the developer who creates custom platform support
plugins and the other for the user who installs and uses the plugin.
Developer
If you are a developer who builds add-ons for Animate, you can use the following workflow to develop and distribute
your plugins:
Note: For instructions on how to develop Custom Platform Support plugins using the development kit, see Enabling Support
for Custom Platforms.For detailed documentation of APIs in the development kit, see Custom Platform Support API
Reference.
User
If you are a Animate user, you can acquire a Custom Platform Plugin using one of the following methods:
• Download the Custom Platform Support plugin for a platform of your choice from the Adobe Add-ons page. The
Adobe Add-on page allows you to acquire a plugin and install it using the Adobe Creative Cloud application.
• Get a .zxp file from a plugin developer and install it using the Adobe Extension Manager application.
The following workflow illustrates how you can install a custom platform support plugin and create your custom
platform document.
However, Animate CC allows you to add interactivity to objects on stage created for HTML5 Canvas from within. It
means that you can actually add JavaScript code to individual objects on stage from within Animate and preview at
author-time. In turn, Animate provides native support for JavaScript with useful features within the code-editor to help
improve workflow efficiency of programmers.
You can choose individual frames and keyframes on the Timeline to add interactivity to your content. For an HTML5
Canvas document, you can add interactivity using JavaScript. For more information about writing JavaScript code, see
this link.
JavaScript code can be written directly in the Actions panel, and it supports the following features while writing the
JavaScript code:
Code Hinting Allows you to quickly insert and edit JavaScript code and without mistakes. As you type characters in the
Actions Panel, you can see a list of candidates that possibly complete your entry.
Additionally, Animate also supports some features inherent to Actions Panel when working with HTML5 Canvas.
These features help improve workflow efficiency when adding interactivity to objects on stage. They are:
Syntax Highlighting Displays code in different fonts or colors according to the syntax. This feature allows you to write
code in a structured manner, helping you visually distinguish correct code and syntax errors.
Code Coloring Displays code in different colors according to the syntax. This allows you to visually distinguish various
parts of a syntax.
Bracket Automatically adds closing brackets and parentheses for open when writing JavaScript code.
You can add interactivity to shapes or objects on stage using JavaScript. You can add JavaScript to individual frames and
keyframes.
1 Select the frame you want to add JavaScript to.
2 Select Window > Actions to open the Actions Panel.
Basic settings
Output The directory the FLA is published to. This defaults to the same directory as the FLA, but can be changed by
clicking the browse button "...".
Loop Timeline If checked the timeline loops, if not it stops when it plays to the end.
Include Hidden Layers If deselected, hidden layers are not included in the output.
Center Stage Allows users to select if the stage should be centered Horizontally, Vertically or Both. The HTML
canvas/stage is displayed at the center of the browser window by default.
Make Responsive Allows users to select if the animation should be responsive with reference to Width, Height, or both
and resizes the published output based on various form factors. The result is a responsive, sharper and a crisper HiDPI
compliant output.
The output also stretches to cover the entire screen area with no borders, and yet maintains the original aspect ratio,
though some part of the canvas may not fit in view.
• Width, Height or Both options ensures that the entire content is scaled down to the canvas size and is visible even
when you view on a small screen (such as mobile devices or tablets). If the screen size is larger than the authored
stage size, canvas is displayed in the original size.
Enable Scale to Fill Visible Area Allows users to select if the animation should fit to view the output in full screen mode
or should stretch to fit. By default, this option is disabled.
Fit in view: Displays the output in Full screen mode with the entire screen space and yet maintains the aspect ratio.
Stretch to fit: Stretches such that there are no border spaces in the output.
Include Preloader: Allows users to select if they want the default Preloader or select a Preloader of their choice from
the document library.
Preloader is a visual indicator in the form of an animated GIF that is displayed when the scripts and assets required to
render an animation is loading. Once the assets are loaded, the preloader is hidden and the actual animation is
displayed.
By default, the Preloader option is not selected.
• Default option to use the default preloader or the
• Browse option to use the preloader GIF of your choice. The preloader GIF is copied to the configured images folder
in the Export Image assets.
• Use the Preview option to preview the selected GIF.
Publish settings
Use the toggle options to opt for publishing at the root or the sub-folder level. This button is toggled ON by default.
Toggling OFF disables the folder field and exports assets to the same folder as the output file.
Export image assets The folder in which images assets are placed into and referenced from.
Combine into spritesheets: Select this to combine all the image assets into a spritesheet. For more spritesheet options,
see Export bitmaps as spritesheets
Export Sound assets The folder in which the sound assets in your document are placed into and referenced from.
Export CreateJS assets The folder in which the CreateJS libraries are placed into and referenced from.
Note: The default setting continues to publish files segregated into logical sub folders.
Advanced settings
Asset Export Options The relative URLs to export images, sounds, and supporting CreateJS JavaScript libraries to. If
the check box to the right is not checked, those assets are not exported from the FLA, but the specified path is still used
to assemble their URLs. It expedites publishing from an FLA with many media assets, or avoid overwriting modified
JavaScript libraries.
The Export all bitmaps as Spritesheets option allows you to pack all the bitmaps in canvas document in to a sprite sheet,
which reduces the number of server requests and improves performance. You can specify the maximum size of the
sprite sheet by giving the height and width values.
Use Default: Publish your HTML5 output using the default template.
Import New: Import a new template for your HTML5 document.
Export: Export your HTML5 document as a template.
Hosted Libraries: If checked, it uses copies of the libraries hosted on the CreateJS CDN at code.createjs.com. It allows
the libraries to be cached and shared between various sites.
Include Hidden Layers: If deselected, hidden layers are not included in the output.
Compact Shapes: If checked, vector instructions are outputted in a compact form. Deselect to export readable, verbose
instructions (useful for learning purposes).
Multiframe bounds: If checked, timeline symbols include a frameBounds property containing an array of Rectangles
corresponding to the bounds of each frame in the timeline. Multiframe bounds significantly increases publish time.
Overwrite HTML file on publish and include JavaScript In HTML: If include JavaScript In HTML is selected, the
Overwrite HTML file on Publish check box is checked and disabled. If you uncheck the Overwrite HTML file on
Publish check box, then include JavaScript in HTML is unchecked and disabled.
? Click Publish to publish your content to the specified location.
Note: An animation designed using nested timelines, with a single frame, cannot be looped.
Placeholder for code defining the method handle Complete, called $HANDLE_COMPLETE_START
after assets are loaded
Placeholder for code to register for tick event, after which animation $START_ANIMATION
starts
Placeholder for code to support responsive scaling and hidpi displays $RESP_HIDPI
Following tokens from the previous versions are deprecated in the current version:
Placeholder for code to initialize CreateJS libraries, load media, create $CJS_INIT*
and update stage
JSAPI support to import and export HTML templates for Canvas documents
Following JSAPIs support import and export of HTML templates for canvas documents:
• Exports the HTML5 Canvas Publishing Template for given document,at the specified location:
bool document::exportCanvasPublishTemplate(pathURI)
• Example:
var pathURI ="file:///C|/Users/username/desktop/CanvasTemplate.html”
var exportFlag =fl.getDocumentDOM().exportCanvasPublishTemplate(pathURI);
if(!exportFlag)
fl.trace(“Template could not be exported”);
• Imports and sets the HTML5 Canvas Publishing Template for given document, from the specified location pathURI:
bool document::importCanvasPublishTemplate(pathURI)
• Example:
var pathURI= “file:///C|/Users/username/desktop/CanvasTemplate.html”;
var exportFlag =fl.getDocumentDOM().importCanvasPublishTemplate(pathURI);
if(!exportFlag)
fl.trace(“Template could not be imported”);
You can also reorder the scripts based on their inter-dependencies, as some objects are dependent on other pre-
existing libraries.
Note: This setting also makes the background transparent during OAM publishing.
1 Select the canvas you wish to modify.
2 In the Properties pane, select Stage.
3 In Stage, set the percentage values for Alpha.
Canvas transparency
Static Text
Static text is a richer option where all the assets are converted to outlines during publish time and provides excellent
WSYWIG user experience. Since the text is published as vector outlines, you cannot edit them at runtime.
Note: Too much of static text usage may lead to bloated file size.
Dynamic text
Dynamic text allows modification of text at runtime and does not add too much to the file size. It supports lesser
options than Static text. It also supports web fonts via Typekit.
If you are using dynamic text with fonts unavailable on end user machines, the output uses the default font for display
and thus skews user experience. Such issues are resolved through web fonts.
What is WebGL?
WebGL is an open web standard for rendering graphics on any compatible browser, without the need for additional
plug-ins. WebGL is integrated completely into all the web standards of the browser allowing GPU accelerated usage of
image processing and effects as part of the web page canvas. WebGL elements can be embedded with other HTML
elements and composited with other parts of the page.
Although, most modern-day browsers support WebGL, visit this link to know more details about the exact versions
that are supported.
Some browsers do not have WebGL enabled by default. To enable WebGL on your browser, see this article.
Note: Ensure that you enable WebGL on your browser, because some browsers disable WebGL by default.
In Animate CC, a new document type has been added for WebGL. This allows you to create content and quickly publish
to a WebGL output. You can leverage powerful tools within Animate to create rich content, but render WebGL output
that runs on any compatible browser. This means that you can use the traditional Animate timeline, workspace, and
drawing tools to natively author and produce WebGL content. Most commonly used browsers support WebGL, there
by, allowing Animate to render content on most web platforms.
Work with multiple document types (for example, ActionScript 3.0 and WebGL) simultaneously, you switch
documents with an unsupported tool or option selected. In this case, Animate CC visually indicates that the feature is
not supported.
For example, you created a dotted line in an ActionScript 3.0 document and switch to WebGL with the Line tool still
selected. Observe the pointer and the Properties Inspector, they visually indicate that dotted line is not supported
within WebGL.
Scripts You can write Javascript code in the Actions panel, which will be executed after player enters the frame. The
'this' variable in the context of frame scripts refers to the instance of the MovieClip it belongs to. In addition, frame
scripts can access Javascript functions and variables declared in the container HTML file. When you copy a frame or
layer from an ActionScript document and paste it in a WebGL document, scripts if any will be commented.
Filters are not supported. The effect will be removed, and the shape will assume a solid fill, instead.
Content is modified to a supported default value Content type or feature is supported, but a property of the feature is
not. For example:
Radial Gradient is modified to assume Solid fill using the primary color.
For a full list of features that are not supported and their fallback values during migration, see this article .
? On the Deployment tab, select Install Application On The Connected iOS Device option.
? Click Publish.
Testing and debugging AIR applications using the native iOS simulator
Animate can be integrated with Apple Xcode to enable Native iOS Simulator to test and debug AIR applications written
for iOS. The iOS Simulator is highly useful when you do not have access to actual devices (iPhone or iPad). With the
Native iOS Simulator, you can also test and debug AIR applications across multiple devices (iPhone and iPad).
However, the iOS Simulator can be integrated with Flash CS6 that runs on Macintosh systems only.
To use the iOS Simulator, Animate requires you to download and install Xcode. For more information, see Setting up
Xcode for iOS Simulator Support .
• Download and install the latest version of AIR to work with the iOS simulator.
• Since SDK version 16 onwards (CC 2014.2 update), Animate CC installs and launches the iOS app on the IOS
simulator.
? On the General tab, provide the fully qualified path to the iOS Simulator SDK manually or browse to location. For
example:
Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/
iPhoneSimulator6.0.sdk
? On the Deployment tab, provide the Certificate and Password. Optionally, provide the Provisioning Profile for the
AIR application.
? Click OK to finish.
You can now use the iOS Simulator to test and debug your application. For information, see Testing AIR applications
using the Natives iOS Simulator and Debugging AIR applications using the Native iOS Simulator .
Publishing AIR applications for devices with High Resolution Retina Display
support
Animate allows you to create rich AIR applications for iOS with an extended support for High-resolution Retina
display. You can choose to select High-resolution Retina Display when publishing AIR applications.
1 In Animate, create or open an existing AIR for iOS document.
2 On the Properties panel, click the button beside the Target drop-down to bring up the AIR for iOS Settings
dialog.
? Click Publish.
Troubleshooting
• Publishing an AIR for iOS application fails if the file name specified for the FLA or the SWF contain double-byte
characters.
• When publishing an AIR for iOS application, Animate hangs if the device is unplugged.
Note: Air for iOS supports three new languages:
• Danish
• Hebrew
• Norwegian
General settings
The General tab of the AIR for Android Application and Installer Settings dialog box contains the following options:
Output file The name and location of the AIR file to create when using the Publish command. The output filename
extension is APK.
App Name The name used by the AIR application installer to generate the application filename and the application
folder. The name must contain only valid characters for filenames or folder names. Defaults to the name of the SWF file.
App ID Identifies your application with a unique ID. You can change the default ID if you prefer. Do not use spaces or
special characters in the ID. The only valid characters are 0-9, a-z, A-Z, and . (dot), from 1 to 212 characters in length.
Defaults to com.adobe.example.applicationName.
Version Optional. Specifies a version number for your application. Defaults to 1.0.
Aspect Ratio Allows you to select Portrait, Landscape, or Auto orientation for the application. When Auto is selected
along with Auto orientation, the application launches on the device depending on its current orientation.
Full Screen Sets the application to run in full screen mode. This setting is deselected by default.
Auto orientation Allows the application to switch from portrait to landscape mode, depending on the current
orientation of the device. This setting is deselected by default.
Render mode Allows you to specify which method the AIR runtime uses to render graphic content. The options
include:
• Auto - automatically detect and use the fastest rendering method available on the host device.
• CPU - Use the CPU.
• GPU - Use the GPU. If no GPU is available, the CPU is used.
• Direct - Render using Stage3D. This is the fastest available rendering method.
For a list of processors that do not support Direct mode, see Stage3D unsupported chipsets, drivers | Flash Player 11,
AIR 3.
Processor: Allows you to select the processor type of the devices that you are publishing the application for. The
supported processor types are ARM and Intel x86. Support for x86 processors is available since the Animate CC 2014.1
release.
Included Files Specifies which additional files and folders to include in your application package. Click the Plus (+)
button to add files, and the folder button to add folders. To delete a file or folder from your list, select the file or folder
and click the Minus (-) button.
By default, the application descriptor file and the main SWF file are automatically added to the package list. The
package list shows these files even if you have not yet published the Adobe AIR FLA file. The package list displays the
files and folders in a flat structure. Files in a folder are not listed, and full paths to files are shown but are truncated if
necessary.
If you have added any AIR native extension files to the ActionScript library path, those files will appear in this list as
well.
Icon files are not included in the list. When Animate packages the files, it copies the icon files to a temporary folder that
is relative to the location of the SWF file. Animate deletes the folder after packaging is complete.
Deployment settings
The Deployment tab of the AIR for Android Application and Installer Settings dialog box lets you specify the following
settings.
Certificate The digital certificate for the application. You can browse to a certificate or create a new one. For
information about creating a digital certificate, see Signing your application. Note certificates for Android applications
must have a validity period set to at least 25 years.
Password The password for the selected digital certificate.
• The Device Release setting allows you to create packages for the marketplace or any other distribution medium such
as a website.
• The Emulator Release setting allows you to create packages for debugging in the Mobile Device Simulator.
• The Debug setting allows you to do on-device debugging, including setting breakpoints in Animate and remote
debugging the application running on the Android device. You can also choose which netwirk interface and IP
address to use for debugging sessions.
AIR runtime Specifies how the application should behave on devices that do not already have the AIR runtime installed.
• Embed AIR runtime with application adds the runtime to the application installer package so that no additional
download will be required. This increases the size of your application package significantly.
• Get AIR runtime from makes the installer to download the runtime from Google Playstore or Amazon Appstore.
After publish Allows you to specify whether to install the application on a currently connected Android device, and
whether to immediately launch the application after the installation.
Icons settings
The Icons tab of the AIR for Android Application And Installer Settings dialog box lets you specify an icon for the
Android application. The icon is shown after you install the application and run it in the AIR for Android runtime. You
can specify different sizes for the icon for different views in which the icon appears. The icons you choose for Android
do not have to strictly adhere to these sizes.
To specify an icon, click an icon size in the Icons tab and then navigate to the file you want to use for that size. The files
must be in PNG (Portable Network Graphics) format.
If you do not supply an image for a particular icon size, Adobe AIR scales one of the supplied images to create the
missing icon image.
Permissions settings
The Permissions tab allows you to specify which services and data the application has access to on the device.
• To apply a permission, select its checkbox.
• To see a description of a permission, click the permission name. The description appears below the permission list.
• To manually manage permissions instead of using the dialog box, select “Manually manage permissions and
manifest additions in the application descriptor file”.
Languages settings
The Languages pane alllows you to select the languages that you want your application to be associated with in the
application store or marketplace. By selecting a language, you enable users of the Android operating system in that
language to download your application. Note that these language settings do not do anything else to localize your
application user interface.
If no languages are selected, the application is published with all languages supported. This prevents you from needing
to select every language. The languages listed are those supported by Adobe AIR. Android may support additional
languages.
Note: Air for android supports three new languages:
• Danish
• Hebrew
• Norwegian.
4 Complete the AIR Settings dialog box, and then click Publish.
When you click the Publish button, the following files are packaged: the SWF file, the application descriptor file, the
application icon files, and the files listed in the Included Files text box. If you have not already created a digital
certificate, Animate displays the Digital Signature dialog box when you click the Publish button.
The AIR Application And Installer Settings dialog box is divided into 4 tabs: General, Signature, Icons, and Advanced.
For more information on these settings, see the following sections.
General settings
The General tab of the AIR Application And Installer Settings dialog box contains the following options:
Output file The name and location of the .air file to create when using the Publish command.
• AIR package - Creates a standard AIR installer file that assumes the AIR runtime can be separately downloaded
during installation or is already installed on the target device.
• Mac installer - Creates a complete Macintosh installer file.
• Application with runtime embedded - Creates an AIR installer file that contains the AIR runtime so no additional
download is required.
Windows Installer Select this option to compile a native, platform specific Windows installer (.exe) instead of a
platform-independent AIR installer (.air).
Name The name of the main file of the application. Defaults to the name of the FLA file.
Version Optional. Specifies a version number for your application. Defaults to 1.0.
App ID Identifies your application with a unique ID. You can change the default ID if you prefer. Do not use spaces or
special characters in the ID. The only valid characters are 0-9, a-z, A-Z, . (dot), and - (dash), from 1 to 212 characters
in length. Defaults to com.adobe.example.applicationName.
Description Optional. Lets you enter a description of the application to display in the installer window when the user
installs the application. Defaults to blank.
Copyright Optional. Lets you enter a copyright notice. Defaults to blank.
Window Style Specifies what window style (or chrome) to use for the user interface when the user runs the application
on their computer. You can specify System Chrome (the default), which refers to the standard window visual style that
the operating system uses. You can also specify Custom Chrome (opaque) or Custom Chrome (transparent). To display
your application without the system chrome, select None. System Chrome surrounds the application with the
operating-system standard window control. Custom Chrome (opaque) eliminates the standard system chrome and lets
you create a chrome of your own for the application. (You build the custom chrome directly in the FLA file.) Custom
Chrome (transparent) is like Custom Chrome (opaque), but it adds transparent capabilities to the edges of the page.
These capabilities allow for application windows that are not square or rectangular in shape.
Render mode Allows you to specify which method the AIR runtime uses to render graphic content. The options
include:
• Auto - automatically detect and use the fastest rendering method available on the host device.
• CPU - Use the CPU.
• Direct - Render using Stage3D. This is the fastest available rendering method.
For a list of processors that do not support Direct mode, see Stage3D unsupported chipsets, drivers | Flash Player 11,
AIR 3.
Profiles Which profiles to include when building the AIR file. To limit your AIR application to a specific profile,
deselect the unneeded profiles.
Included Files Specifies which additional files and folders to include in your application package. Click the Plus (+)
button to add files, and the folder button to add folders. To delete a file or folder from your list, select the file or folder
and click the Minus (-) button.
By default, the application descriptor file and the main SWF file are automatically added to the package list. The
package list shows these files even if you have not yet published the Adobe AIR FLA file. The package list displays the
files and folders in a flat structure. Files in a folder are not listed, and full path names to files are shown but are truncated
if necessary.
If you have added any AIR native extension files to the ActionScript library path, those files will appear in this list as
well.
Icon files are not included in the list. When Animate packages the files, it copies the icon files to a temporary folder that
is relative to the location of the SWF file. Animate deletes the folder after packaging is complete.
Signature settings
The Signature tab of the AIR Application & Installer Settings dialog box allows you to specify a code signing certificate
for your application.
For more information about digital signatures, see Signing your applicationand Digitally signing an AIR file.
Icons settings
The Icons tab of the AIR Application And Installer Settings dialog box lets you specify an icon for the application. The
icon is shown after you install the application and run it in the Adobe AIR runtime. You can specify four different sizes
for the icon (128, 48, 32, and 16 pixels) to allow for the different views in which the icon appears. For example, the icon
can appear in the file browser in thumbnail, detail, and tile views. It can also appear as a desktop icon and in the title of
the AIR application window, as well as in other places.
The icon image defaults to a sample AIR application icon if no other icon files are specified (Flash CS5 only).
To specify an icon, click an icon size at the top of the Icons tab and then navigate to the file you want to use for that size.
The files must be in PNG (Portable Network Graphics) format.
If you do specify an image, it must be the exact size (either 128x128, 48x48, 32x32, or 16x16). If you do not supply an
image for a particular icon size, Adobe AIR scales one of the supplied images to create the missing icon image.
Advanced settings
The Advanced tab allows you to specify additional settings for the application descriptor file.
You can specify any associated file types that your AIR application should handle. For example, if you wanted your
application to be the principal application for handling HTML files, you would specify that in the Associated File Types
text box.
You can also specify settings for the following aspects of the application:
• The size and placement of the initial window
• The folder in which the application is installed
• The Program menu folder in which to place the application.
• Width: Specifies the initial width of the window in pixels. The value is blank by default.
• Height: Specifies the initial height of the window in pixels. The value is blank by default.
• X: Specifies the initial horizontal position of the window in pixels. The value is blank by default.
• Y: Specifies the initial vertical position of the window in pixels. The value is blank by default.
• Maximum Width and Maximum Height: Specify the maximum size of the window in pixels. These values are blank
by default.
• Minimum Width and Minimum Height: Specify the minimum size of the window in pixels. These values are blank
by default.
• Maximizable: Lets you specify whether the user can maximize the window. This option is selected (or true) by
default.
• Minimizable: Lets you specify whether the user can minimize the window. This option is selected (or true) by
default.
• Resizable: Lets you specify whether the user can resize the window. If this option is not selected, Maximum Width,
Maximum Height, Minimum Width, and Minimum Height are dimmed. This option is selected (or true) by default.
• Visible: Lets you specify whether the application window is visible initially. The option is selected (or true) by
default.
Other Settings Lets you specify the following additional information regarding the installation:
Languages settings
The Languages pane alllows you to select the languages that you want your application to be associated with in the
application store or marketplace. By selecting a language, you enable users of operating systems in that language to
download your application. Note that these language settings do not do anything else to localize your application user
interface.
If no languages are selected, the application is published with all languages supported. This prevents you from needing
to select every language. The languages listed are those supported by Adobe AIR. Android may support additional
languages.
Extension The filename extension (for example, html, txt, or xmpl), up to 39 basic alphanumeric characters, (A-Za-z0-
9), and without a leading period.
Description Optional. A description of the file type (for example, Adobe Video File).
Content type Optional. Specifies the MIME type for the file.
File Type Icon Settings Optional. Lets you specify an icon that’s associated with the file type. You can specify four
different sizes for the icon (128x128, 48x48, 32x32, and 16x16 pixels) to allow for the different views in which the icon
appears. For example, the icon can appear in the file browser in thumbnail, detail, and tile views. If you specify an image,
it must be of the size that you specify. If you do not specify a file for a particular size, AIR uses the image of the closest
size and scales it to fit for the given occurrence. To specify an icon, either click the folder for the icon size and select an
icon file to use or enter the path and filename for the icon file in the text box next to the prompt. The icon file must be
in PNG format. After a new file type is created, it is shown in the File Type list box in the Advanced Settings dialog box.
2 Select a certificate file from the pop-up menu or click the Browse button to locate a certificate file.
3 Select the certificate.
4 Enter a password.
5 Click OK.
For more information on signing your AIR application, see Digitally signing an AIR file.
Create a self-signed digital certificate
1 Click the Create button. The Self-Signed Digital Certificate dialog box opens.
2 Complete the entries for Publisher Name, Organization Unit, Organization Name, Country, Password, and Confirm
Password. For Country, you can select from the menu or enter a 2-letter country code that does not appear in the
menu. For a list of valid country codes, see http://www.iso.org/iso/country_codes.
3 Specify the type of certificate.
The Type option refers to the level of security that the certificate carries. 1024-RSA uses a 1024-bit key (less secure),
and 2048-RSA uses a 2048-bit key (more secure). The default is 2048-RSA.
Note: In Animate CC, 1024 RSA certificates are supported only up to 2017.2 version. For more information on the
workaround, click here.
4 Save the information in a certificate file by completing the Save As entry or clicking the Browse button to browse to
a folder location.
5 Click OK.
6 In the Digital Signature dialog box, enter the password you assigned in the second step of this procedure and click
OK.
To have Animate remember the password you used for this session, click Remember Password For This Session.
If the Timestamp option is unselected when you click OK, a dialog box warns that the application will fail to install
when the digital certificate expires. If you click Yes in response to the warning, time stamping is disabled. If you click
No, the Timestamp option is automatically selected and time stamping is enabled.
For more information on creating a self-signed digital certificate, see Digitally signing an AIR file.
You can also create an AIR Intermediate (AIRI) application without a digital signature. A user cannot install the
application on a desktop, however, until you add a digital signature.
Prepare an AIRI package that will be signed later
? In the Signature tab, select Prepare An AIR Intermediate (AIRI) File That Will Be Signed Later, and click OK.
The digital signature status changes to indicate that you have chosen to prepare an AIRI package that will be signed
later, and the Set button changes to a Change button.
If you choose to sign the application later, you will need to use the command-line AIR Developer Tool included with
Animate and with the AIR SDK. For more information, see Building Adobe AIR Applications.
ActionScript follows its own rules of syntax, reserved keywords, and lets you use variables to store and retrieve
information. ActionScript includes a large library of built-in classes that let you create objects to perform many useful
tasks. For more information on ActionScript, see the following Help titles:
• Learning ActionScript 3.0 at www.adobe.com/go/learn_flcs5_learnas3_en
• Learning ActionScript 2.0 in Adobe Animate at www.adobe.com/go/learn_cs5_learningas2_en
You do not have to understand every ActionScript element to begin scripting. If you have a clear goal, you can start
building scripts with simple actions.
ActionScript and JavaScript are both rooted in the ECMA-262 standard, the international standard for the ECMAScript
scripting language. For this reason, developers who are familiar with JavaScript can find ActionScript immediately
familiar. For more information about ECMAScript, go to ecma-international.org.
Adobe recommends...
Adobe recommends...
Which version of ActionScript can you use?
Animate includes more than one version of ActionScript to meet the needs of different kinds of developers and
playback hardware. ActionScript 3.0 and 2.0 are not compatible with each other.
• ActionScript 3.0 executes fast. This version requires more familiarity with object-oriented programming concepts
than the other ActionScript versions. ActionScript 3.0 is fully compliant with the ECMAScript specification, offers
better XML processing, an improved event model, and an improved architecture for working with onscreen
elements. FLA files that use ActionScript 3.0 cannot include earlier versions of ActionScript.
• (Deprecated with Animate CC only) ActionScript 2.0 is simpler to learn than ActionScript 3.0. Although Flash
Player runs compiled ActionScript 2.0 code slower than compiled ActionScript 3.0 code, ActionScript 2.0 is still
useful for many kinds of projects. ActionScript 2.0 is also useful for the projects that are not computationally
intensive. For example, more design-oriented content. ActionScript 2.0 is also based on the ECMAScript
specification, but is not fully compliant.
• (Deprecated with Animate CC) ActionScript 1.0 is the simplest form of ActionScript, and is still used by some
versions of the Adobe Flash Lite Player. ActionScript 1.0 and 2.0 can coexist in the same FLA file.
• (Deprecated with Animate CC) Flash Lite 2.x ActionScript is a subset of ActionScript 2.0 supported by Flash Lite
2.x on mobile phones and devices.
• (Deprecated with Animate CC) Flash Lite 1.x ActionScript is a subset of ActionScript 1.0 supported by Flash Lite
1.x on mobile phones and devices.
Writing ActionScript
When you write ActionScript code in the authoring environment, you use the Actions panel or Script window. The
Actions panel and Script window contain a full-featured code editor that includes code hinting and coloring, code
formatting, and syntax highlighting features. It also contains debugging, line numbers, word wrapping, and support for
Unicode.
• Use the Actions panel to write scripts that are part of your Animate document (that is, scripts that are embedded in
the FLA file). The Actions panel provides features such as the Actions toolbox, which gives you quick access to the
core ActionScript language elements. You get prompts for the elements that require to create scripts.
• Use the Script window if you want to write external scripts—that is, scripts or classes that are stored in external files.
(You can also use a text editor to create an external AS file.) The Script window includes code-assistance features
such as code hinting and coloring, syntax checking, and auto-formatting.
More recommended community content
• Getting started with ActionScript 3.0 (CS3) (3:25)
• Optimizing animations and FLA files (7:24) (CS3)
• Creating a Document class using ActionScript 3.0 (CS3) (2:38)
• Creating an effective workflow between design and development (CS3) (3:41)
• Using components (CS3) (1:47)
• YouTube.com list of ActionScript channels
The following articles and tutorials provide more detailed information about working with ActionScript:
• Introduction to ActionScript 3.0 (Slekx.com)
• ActionScript 3 migration table (Adobe.com)
If you use the trace() statement in your scripts, you can send specific information to the Output panel when the SWF
file runs. It includes notes about the status of the SWF file status or the value of an expression.
Output panel
Actions panel
Learning ActionScript
To learn about writing ActionScript, use these resources:
• Learning ActionScript 3.0
• ActionScript 3.0 Language and Components Reference
Actions Panel
Script navigator Lists the scripts in your Animate document, and lets you move quickly between them. To view the
script in the Script pane, click an item in the Script navigator.
The Actions panel lets you access the code-assistance features that simplify and streamline coding in ActionScript. You
can add non-frame specific global and third-party scripts that can be applied to the whole animation from within
Animate. For more information, see Adding Global and Third-party scripts section in this page.
• Run Script: Runs the script
• Pin Script: Pins the script to the pin tabs of individual scripts in the Script pane and move them accordingly. This
feature is useful if you have not organized the code within your FLA file into one central location. Or, it is useful if
you are using multiple scripts. You can pin a script to retain the open location of the code in the Actions panel and
toggle between the various open scripts. This feature can be useful when debugging.
• Insert Instance Path and Name: Helps you set an absolute or relative target path for an action in the script.
• Find: It finds and replaces text in your script.
• Format Code: Helps to format the code.
• Code Snippets: Opens the Code Snippets panel that displays sample code snippets.
• Add using wizard: Click this button to add actions using an easy-to-use wizard without having to write code.
• Help: Displays reference information for the ActionScript element that is selected in the Script pane. For example,
if you click an import statement and then click Help, the reference information for import appears in the Help panel.
3 Select an action for which you want to create code using the code wizard.
In the above screenshot, Get frame number action is selected and the corresponding code has been updated in
action window.
Based on the action type you select, you can also choose the corresponding object for which you want to apply the
action. You can search for specific objects on stage if the object has an instance name. Also, you can apply the action
on the current selection.
4 Click Next to choose a triggering event. A set of trigger events are listed in the window based on your action type
and object type selection in previous steps.
5 Choose an appropriate trigger event followed by its corresponding triggering objects, if any, and click Finish and
add button.
You can choose the Current Selectionoption from the menu when you select an object in the stage and run the actions
code wizard. You can also choose the timeline and components actions for the code.
Script window
If you have more than one external file open, filenames are displayed on tabs across the top of the Script window.
In the Script window, you can use PinScript, find and replace, syntax coloring, format code, code hinting and
commenting, and code collapse features. You can also use debug options (ActionScript files only), and word wrap. The
Script window also lets you display line numbers and hidden characters.
Help
Displays reference information for the ActionScript element that is selected in the Script pane. For example, if you click
an import statement and then click Help, the reference information for import appears in the Help panel.
Code Snippets
Opens the Code Snippets panel that displays sample code snippets.
Delay Specifies the delay (in seconds) before code hints are displayed. The option is deprecated with Animate CC.
Open/Import Specifies the character encoding used when you open or import ActionScript files.
Save/Export Specifies the character encoding used when you save or export ActionScript files.
Reload Modified Files Specifies what happens when a script file is modified, moved, or deleted. Select Always,
Never, or Prompt.
Always No warning is displayed, and the file is automatically reloaded.
Never No warning is displayed, and the file remains in the current state.
Prompt (Default) A warning is displayed, and you can choose whether to reload the file.
When you build applications with external scripts, this preference enables you to avoid overwriting a script. Or
avoid publishing the application with older versions of scripts. The warnings let you automatically close a script and
reopen the newer, modified version.
Syntax Colors Specifies code coloring in your scripts.
ActionScript 3.0 Settings These buttons open the ActionScript Settings dialog boxes, where you can set source path,
library path, and external library path for ActionScript 3.0.
Make text or images realizable Some visitors might have difficulty reading small text or seeing small graphics. Allow
users to zoom in on these elements, taking advantage of scalable vector graphics in SWF files.
Provide audio narration Consider providing an audio narration for visitors without a screen reader, or where screen
readers might not work, such as with video content.
Provide captions for audio narrations Some visitors might not be able to hear an audio narration for your site or a
video. Consider providing captions for these visitors.
Do not rely on color to communicate information Many visitors might be color blind. If you rely on color to
communicate information (such as: Click the green button to go to page 1, click the red button to go to page 2), provide
text or speech equivalents.
Historically, many online presentations (such as videos) provide alternative ways for visually impaired visitors to access
the content, for instance, a textual description of a video. However, Animate provides textual information directly to
the screen reader. Although this usually means you need to make additional settings or ActionScript in a FLA file, you
do not have to create a completely separate version.
Parts of your SWF file can be exposed to screen readers. Text elements (such as text fields, static text, and dynamic text),
buttons, movie clips, components, and the entire SWF file can be interpreted by MSA-compliant screen readers.
Section 508 is United States legislation that provides guidelines for making information accessible to people with
disabilities. Section 508 specifically addresses the need for websites to be accessible in several ways. Some websites,
including all federal websites, must comply with these guidelines. If a SWF file does not communicate all of the
information to the screen reader, the SWF file is no longer Section 508-compliant. For more information, see the
Section 508 website.
Many nations have specified guidelines to follow to create accessible web sites, or follow guidelines established by other
organizations. For more information on accessibility and web standards, see the World Wide Web Consortium (W3C)
Web Accessibility Initiative website. These standards and guidelines describe what factors you must address when you
create accessible HTML websites, and some of this information applies to Animate.
This is extremely important, or the screen reader tries to describe all the irrelevant nested movie clips, which will
confuse the user, and might cause the user to leave your website. Make this decision whenever you have more than
one object, such as many movie clips, in a SWF file. If the overall message is best conveyed using a single description,
provide a description on one of the objects, and make all the other objects inaccessible to the screen reader.
Looping SWF files and applications cause screen readers to constantly refresh because the screen reader detects new
content on the page. Because the reader thinks the content is updated, it returns to the top of the web page and starts
rereading the content. Make inaccessible to screen readers any looping or refreshing objects that do not have to be
reread.
note: Do not type a description in the Description field of the Accessibility panel for instances (such as text) that the
screen reader reads aloud.
Using color
You must make decisions about using colors in an accessible file. You must not rely only on color to communicate
particular information or directives to users. A color-blind user cannot operate a page if it asks to click on the blue area
to launch a new page or the red area to hear music. Offer text equivalents on the page or in an alternate version to make
your site accessible. Also, check that significant contrast exists between foreground and background colors to enhance
readability. If you place light gray text on a white background, users cannot easily read it. Similarly, small text is difficult
for many visitors to read. Using high-contrast and large or resizable text benefits most users, even those without
impairments.
Many SWF files have a rapid succession of information, and screen readers frequently cannot keep up with this pace.
Provide controls for the SWF file, letting the user use buttons to navigate through the file at their own pace, and letting
them pause the process if necessary.
No official tool is available for validating SWF files, unlike HTML validation. However, some third-party tools exist
to help you validate the file. For more information on these extensions, see the Adobe Add-ons page.
Move the focus through the items in the Panel menu of a panel
1 To display the Panel menu items when the focus currently applied to the Panel menu, press the Spacebar.
2 To move through the items in the Panel menu, press Down Arrow.
3 To activate the currently selected Panel menu item, press Enter (Windows) or Return (Macintosh).
Format code
Your code can be formatted and indented automatically when typing. If you use dynamic font mapping, you ensure that
the correct fonts are used for multilingual text.
Remove a comment
1 Place the insertion point in the line that contains the comment, or select the block of code that is commented.
2 Right-click and select Uncomment. You can also use the keyboard shortcuts Ctrl + Shift + M (Windows) or
Command + Shift + M or go to Edit > Uncomment Selection.
Single-byte space .
Double-byte space l
Tab >>
line break
Find text
1 In the Actions panel or Script window, click Find or press Control+F (Windows) or Command+F (Macintosh).
2 Enter the search string.
3 Click Find Next.
Check syntax
To check syntax, do one of the following:
• In the Actions panel or Script window, click Check Syntax .
• Click in the Script pane, and then press Control+T (Windows) or Command+T (Macintosh). Clicking or typing in
the Script pane gives it the focus. If an object on the Stage has the focus, the Transform panel opens instead.
Syntax errors are listed in the Compiler Errors panel.
Note: In an external ActionScript class file in the Script window, the global classpath (AS2) or source path (AS3) affects the
syntax check. Even if the global classpath or source path is set correctly, you might generate errors, because the compiler is
not aware that this class is being compiled.
(Deprecated with Animate CC) Encoding for imported and exported scripts
You can set ActionScript preferences to specify the type of encoding to use in imported or exported ActionScript files.
UTF-8 Encoding is 8-bit Unicode format, which lets you include text in multiple languages in your file; Default
Encoding is the encoding supported by the language your system is currently using, also called the traditional code page.
Note: When you use a non-English application on an English system, the Test Movie command fails if any part of the SWF
file path has characters that cannot be represented by using the Multibyte Character Sets (MBCS) encoding scheme. For
example, Japanese paths, which work on a Japanese system, won’t work on an English system. Be sure to use English-only
path names on English systems. All areas of the application that use the Test Movie player are subject to this limitation.
If the content in the Script pane does not change to reflect the location you select on the timeline, the Script pane is
probably showing a pinned script. Click the current frame tab at the top left of the Script pane to show the script
associated with your location along the timeline.
A pinned script
Pin a script
1 Click the Timeline for the script to appear in the current frame tab at top left of the Script pane in the Actions panel.
2 Do one of the following:
• Click the Pushpin icon to the right of the tab.
• Select View> Pin Script to pin the script.
Unpin Options
As soon as you enter the period (.), Animate displays a list of methods and properties available for Array objects in a
pop-up menu, because you typed the variable as an array.
Suffixes and code hints
If you use ActionScript 1.0 or you want to display code hints for objects without strictly typing them, add a suffix to the
name of each object when you create it. For example, the suffix that triggers code hinting for the Camera class is _cam.
Suppose you type the following code: var my_array = new Array(); var my_cam = Camera.get();
If you then enter my_cam followed by a period, code hints for the Camera object appear.
For objects that appear on the Stage, use the suffix in the Instance Name box in the Property inspector. For example, to
display code hints for MovieClip objects, use the Property inspector to assign instance names with the _mc suffix to all
MovieClip objects. Then, whenever you type the instance name followed by a period, code hints appear.
var my_array = new Array();
var my_cam = Camera.get();
Although suffixes are not required for triggering code hints when you use strict typing for an object, using suffixes
consistently helps make your code understandable.
The following table lists the suffixes that trigger code hints in ActionScript 2.0:
Array _array
Button _btn
Camera _cam
Color _color
ContextMenu _cm
ContextMenuItem _cmi
Date _date
Error _err
LoadVars _lv
LocalConnection _lc
Microphone _mic
MovieClip _mc
MovieClipLoader _mcl
PrintJob _pj
NetConnection _nc
NetStream _ns
SharedObject _so
Sound _sound
String _str
TextField _txt
TextFormat _fmt
Video _video
XML _xml
XMLNode _xmlnode
XMLSocket _xmlsocket
You can also use ActionScript comments to specify an object’s class for code hints. In the following example, a comment
tells ActionScript that the class of the theObject instance is Object, and so on.
// Object theObject;// Array theArray;// MovieClip theMC;
If you subsequently enter theMC followed by a period, code hints that display the list of MovieClip methods and
properties appear. If you enter theArray followed by a period, code hints that display the list of Array methods and
properties appear, and so on.
Instead of this technique, however, Adobe recommends that you use strict data typing or suffixes, because these
techniques enable code hints automatically and make your code more understandable.
2 To navigate through the code hints, use the Up and Down Arrow keys.
3 To select an item in the menu, press Enter or Tab, or double-click the item.
4 To dismiss the code hint, do one of the following:
• Select one of the menu items.
• Click above or below the menu window.
• Type a closing parenthesis “)” if you’ve already typed an opening parenthesis “(“.
• Press Escape.
When you type “this” in a class file, you get code hints for that same class.
• Code hinting for “new+<space>”
When you type “new+<space>”, Animate displays a list of available classes and packages.
• Code hinting for “import”
When you type “import + <space>”, Animate displays a list of all the built-in packages and custom packages.
• Code hinting for SWC libraries
When you add a SWC library to the library path or the external library path, Animate enables code hinting for all
the classes included in the SWC file.
Download a sample plug-in from the following location and use it as a reference for building a custom support platform
support plug-in:
Software requirements
A developer needs the following software to build a plug-in using the custom platform support development kit:
• Microsoft Windows 7 or Apple Mac OS 10.8 and later
• Microsoft Visual Studio 2012 (for Windows) or XCode 4.5.2 (for Mac)
• Animate CC 2015
• Eclipse IDE for C/C++ Developers
• Adobe Extension Builder 3.0
• Manage Extensions utility
3 Change the extensions of the plug-in files that you had created from .dll to .fcm on Windows and from .plug-in to
.fcm.plug-in on Mac and add the plug-in files to the project (ExtensionContent/plugins/lib/win for Windows and
ExtensionContent/plugins/lib/mac for MAC).
4 Configure your extension by modifying the manifest.xml. To open the manifest file, right-click on the extension in
project explorer and select Adobe Extension Builder 3 > Bundle Manifest Editor and select the manifest tab in
Bundle Manifest Editor present at EclipseProject\.staged-extension\CSXS.
5 To enable editing the manifest.xml, right-click inside the window and select Open with > XML editor. The two tags
that you must concentrate on are: ExtensionList and DispatchInfoList:
A typical ExtensionList tag looks as below:
<ExtensionList>
<Extension Id="PluginID" Version="1.0" />
<Extension Id="PublishSettingsID" Version-"1.0" />
</ExtensionList>
This tag contains the list of extensions in the final ZXP package in which each extension has a unique string as its ID.
In this case, the .dll or .plugin file created in the previous section is included in an extension. Then, the other extension
is used for configuring the Publish Settings UI of the Publisher. In the sample, ExtensionList tag the extension with the
extension ID PluginID contains the .dll/.plugin file and the extension with the ID PublishSettingsID configures the
publish pettings UI of the publisher.
? The DispatchInfoList tag contains details about each extension mentioned in the ExtensionList. The following is an
example of DispatchInfoList:
<DispatchInfoList>
<Extension Id="PluginID">
<DispatchInfo >
<Resources>
<MainPath>./plugin/fcm.xml</MainPath>
</Resources>
<Lifecycle>
<AutoVisible>true</AutoVisible>
</Lifecycle>
<UI>
<Type>ModalDialog</Type>
<Menu>CreateJS</Menu>
<Geometry>
<Size>
<Height>200</Height>
<Width>200</Width>
</Size>
</Geometry>
</UI>
</DispatchInfo>
</Extension>
<Extension Id="PublishSettingsID">
<DispatchInfo >
<Resources>
<MainPath>./index.html</MainPath>
</Resources>
<Lifecycle>
<AutoVisible>true</AutoVisible>
</Lifecycle>
<UI>
<Type>ModalDialog</Type>
<Menu>Publish Settings</Menu>
<Geometry>
<Size>
<Height>170</Height>
<Width>486</Width>
</Size>
</Geometry>
</UI>
</DispatchInfo>
</Extension>
</DispatchInfoList>
6 For the extension containing the .dll or the .plugin file, you can ignore all the tags except the MainPath tag. The
MainPath tag contains path to the file fcm.xml relative to the ExtensionContent folder. You must rename the .dll file
to .fcm and placed inside the win folder beside the fcm.xml. Similarly, if you are working on the Mac environment,
rename the .plugin file to .fcm.plugin and place it inside the mac folder beside the fcm.xml.
7 The HTML extension to configure the publish settings user interface is an HTML extension to Animate. To know
more about HTML extensions to Animate, see Creating HTML Extensions .
8 Ensure that the lower value of the version attribute in the Host tag is 15.1, the minimum (internal) version of
Animate CC with Custom Platform Support.
<ExecutionEnvironment>
<HostList>
<Host Name="FLPR" Version="15.1" />
</HostList>.
.
.
</ExecutionEnvironment>
9 Switch to the Script Explorer view, right-click on your project and choose Export > Adobe Extension Builder 3 >
Application Extension. The Export Wizard appears.
10 You must have a certificate to sign the extension package. Browse to an existing certificate or click Create to create
a new certificate.
11 Click Finish to compile the project. Eclipse generates a plug-in file with .zxp extension, which you can host on the
Adobe Add-ons site.
Download a sample plug-in from the following location and use it as a reference for building a custom support platform
support plug-in:
Software requirements
A developer needs the following software to build a plug-in using the custom platform support development kit:
• Microsoft Windows 7 or Apple Mac OS 10.8 and later
• Microsoft Visual Studio 2012 (for Windows) or XCode 4.5.2 (for Mac)
• Animate CC 2014.1 and above
• Eclipse IDE for C/C++ Developers
• Adobe Extension Builder 3.0
<ExtensionList>
<Extension Id="PluginID" Version="1.0" />
<Extension Id="PublishSettingsID" Version-"1.0" />
</ExtensionList>
This tag contains the list of extensions in the final ZXP package in which each extension has a unique string as its ID.
In this case, the .dll or .plugin file created in the previous section is included in an extension. Then, the other extension
is used for configuring the Publish Settings UI of the Publisher. In the sample, ExtensionList tag the extension with the
extension ID PluginID contains the .dll/.plugin file and the extension with the ID PublishSettingsID configures the
publish pettings UI of the publisher.
? The DispatchInfoList tag contains details about each extension mentioned in the ExtensionList. The following is an
example of DispatchInfoList:
<DispatchInfoList>
<Extension Id="PluginID">
<DispatchInfo >
<Resources>
<MainPath>./plugin/fcm.xml</MainPath>
</Resources>
<Lifecycle>
<AutoVisible>true</AutoVisible>
</Lifecycle>
<UI>
<Type>ModalDialog</Type>
<Menu>CreateJS</Menu>
<Geometry>
<Size>
<Height>200</Height>
<Width>200</Width>
</Size>
</Geometry>
</UI>
</DispatchInfo>
</Extension>
<Extension Id="PublishSettingsID">
<DispatchInfo >
<Resources>
<MainPath>./index.html</MainPath>
</Resources>
<Lifecycle>
<AutoVisible>true</AutoVisible>
</Lifecycle>
<UI>
<Type>ModalDialog</Type>
<Menu>Publish Settings</Menu>
<Geometry>
<Size>
<Height>170</Height>
<Width>486</Width>
</Size>
</Geometry>
</UI>
</DispatchInfo>
</Extension>
</DispatchInfoList>
6 For the extension containing the .dll or the .plugin file, you can ignore all the tags except the MainPath tag. The
MainPath tag contains path to the file fcm.xml relative to the ExtensionContent folder. You must rename the .dll file
to .fcm and placed inside the win folder beside the fcm.xml. Similarly, if you are working on the Mac environment,
rename the .plugin file to .fcm.plugin and place it inside the mac folder beside the fcm.xml.
7 The HTML extension to configure the publish settings user interface is an HTML extension to Animate. To know
more about HTML extensions to Animate, see Creating HTML Extensions .
8 Ensure that the lower value of the version attribute in the Host tag is 14.1, the minimum (internal) version of
Animate CC with Custom Platform Support.
<ExecutionEnvironment>
<HostList>
<Host Name="FLPR" Version="15.0" />
</HostList>.
.
.
</ExecutionEnvironment>
9 Switch to the Script Explorer view, right-click on your project and choose Export > Adobe Extension Builder 3 >
Application Extension. The Export Wizard appears.
10 You must have a certificate to sign the extension package. Browse to an existing certificate or click Create to create
a new certificate.
11 Click Finish to compile the project. Eclipse generates a plug-in file with .zxp extension, which you can host on the
Adobe Add-ons site.
Accessibility overview
You can create content that is accessible to all users, including those with disabilities, using the accessibility features that
Adobe Animate provides in the authoring environment user interface, taking advantage of ActionScript® designed to
implement accessibility. As you design accessible Animate applications, consider how users might interact with the
content and follow recommended design and development practices.
Movie clips Exposed to screen readers as graphic objects when they do not contain any other accessible objects, or
when you use the Accessibility panel to provide a name or a description for a movie clip. When a movie clip contains
other accessible objects, the clip itself is ignored, and the objects inside it are made available to screen readers.
note: All Animate Video objects are treated as simple movie clips.
Input text fields Text is transferred to the screen reader. No names are transferred, except where a labeling relationship
is found for the input text, such as a static text field positioned close to the input text field. No descriptions or keyboard
shortcut strings are transferred.
Buttons The state of the button is transferred to the screen reader. No names are transferred, except where labeling
relationships are found, and no descriptions or keyboard shortcut strings are transferred.
Documents The document state is transferred to the screen reader, but with no name or description.
By default, the following objects are defined as accessible in all Animate documents and are included in the information
that Flash Player provides to screen reader software:
• Dynamic text
• Input text fields
• Buttons
• Movie clips
• Entire Animate applications
Flash Player automatically provides names for static and dynamic text objects, which are the contents of the text. For
each of these accessible objects, you can set descriptive properties for screen readers to read aloud. You can also
control how Flash Player decides which objects to expose to screen readers—for example, you can specify that
certain accessible objects are not exposed to screen readers at all.
Name Specifies the object name. Screen readers identify objects by reading these names aloud. When accessible objects
don’t have specified names, a screen reader might read a generic word, such as Button, which can be confusing.
Note: Do not confuse object names specified in the Accessibility panel with instance names specified in the Property
inspector. Giving an object a name in the Accessibility panel does not give it an instance name.
Description Lets you enter a description of the object to the screen reader. The screen reader reads this description.
Shortcut Describes keyboard shortcuts to the user. The screen reader reads the text in this text field. Entering keyboard
shortcut text here does not create a keyboard shortcut for the selected object. You must provide ActionScript keyboard
handlers to create shortcut keys.
Tab Index ( only) Creates a tab order in which objects are accessed when the user presses the tab key. The tab index
feature works for keyboard navigation through a page, but not for screen reader reading order.
Selecting names for buttons, text fields, and entire SWF applications
Use the Accessibility panel in the following ways to assign names to buttons and input text fields so that the screen
reader identifies them appropriately:
• Use the auto label feature to assign text adjacent or in the object as a label.
• Enter a specific label in the Accessibility panel name field.
Animate automatically applies the name that you place on top of, in, or near a button or text field as a text label.
Labels for buttons must appear within the bounding shape of the button. For the button in the following example,
most screen readers would first read the word button, then read the text label Home. The user can press Return or
Enter to activate the button.
A form might include an input text field where users enter their names. A static text field, with the text Name appears
next to the input text field. When Flash Player discovers such an arrangement, it assumes that the static text object
serves as a label for the input text field.
For example, when the following part of a form is encountered, a screen reader reads “Enter your name here.”
In the Accessibility panel, turn off automatic labeling if it is not appropriate for your document. You can also turn
off automatic labeling for specific objects in your document.
To correct this situation, open the Accessibility panel, select the button, and enter the name and description. To prevent
repetition, make the text object inaccessible.
Note: An object’s accessibility name is unrelated to the ActionScript instance name or ActionScript variable name
associated with the object. (This information generally applies to all objects.) For information on how ActionScript handles
instance names and variable names in text fields, see About text field instance and variable names in Learning ActionScript
2.0 in Adobe Animate at www.adobe.com/go/learn_cs5_learningas2_en.
Specify a name and description for a button, text field, or entire SWF application
1 Do one of the following:
• To provide a name for a button or text field, select the object on the Stage.
• To provide a name for an entire Animate application, deselect all objects on the Stage.
2 Select Window > Other Panels > Accessibility.
3 Select either Make Object Accessible (for buttons or text fields) or the default, Make Movie Accessible (for entire
Animate applications).
4 Enter a name and description for the button, text field, or Animate application.
Movie clips Select Make Child Objects Accessible to expose the objects inside the movie clip to screen readers.
note: If you can describe your application in a simple phrase that a screen reader can easily convey, turn off Make
Children Accessible, and type a suitable description.
6 Select Auto Label (the default setting) to use text objects as automatic labels for accessible buttons or input text fields
contained in the document. Deselect this option to turn off automatic labeling and expose text objects to screen
readers as text objects.
4 To view a tab order, select View > Show Tab Order. Tab index numbers for individual objects appear in the upper-
left corner of the object.
Note: Tab indexes created with ActionScript code do not appear on the Stage when the Show Tab Order option is
enabled.
Turn off automatic labeling and specify an object name for screen readers
1 On the Stage, select the button or input text field for which you want to control labeling.
2 Select Window > Other Panels > Accessibility.
3 Select Make Object Accessible (the default setting).
4 Enter a name for the object. The name is read as the label for the button or text field.
5 To turn off accessibility for the automatic label (and hide it from screen readers), select the text object on the Stage.
6 If the text object is static text, convert it to dynamic text (in the Property inspector, select Text type > Dynamic Text).
7 Deselect Make Object Accessible.
Note: The example assigns the Control+7 keyboard shortcut to a button with an instance name of myButton and makes
information about the shortcut available to screen readers. In this example, when you press Control+7, the myOnPress
function displays the text “hello” in the Output panel. See addListener (IME.addListener method) in ActionScript 2.0
Language Reference at www.adobe.com/go/learn_cs5_as2lr_en.
Movie clips
Dynamic text
Input text
Buttons
Movie clips
Input text
Buttons
Movie clips
Dynamic text
Input text
Movie clips
Input text
Note: With inverse logic, a value of true in ActionScript corresponds to a check box that is not selected in the Accessibility
panel, and a value of false in ActionScript corresponds to a selected check box in the Accessibility panel.
Modifying the _accProps variable has no effect by itself. You must also use the Accessibility.updateProperties method
to inform screen reader users of Animate content changes. Calling the method causes Flash Player to re-examine all
accessibility properties, update property descriptions for the screen reader, and, if necessary, send events to the screen
reader that indicate changes have occurred.
When updating accessibility properties of multiple objects at once, include only a single call to
Accessiblity.updateProperties (too frequent updates to the screen reader can cause some screen readers to become too
verbose).
See the Accessibility.updateProperties method in the ActionScript 2.0 Language Reference at
www.adobe.com/go/learn_cs5_as2lr_en.
_this.myOption1.btn.tabIndex = 1
_this.myOption2.txt.tabIndex = 2
See tabIndex in Button, MovieClip, and TextField in the ActionScript 2.0 Language Reference at
www.adobe.com/go/learn_cs5_as2lr_en.
You can also use the tabChildren() or tabEnabled() methods to assign custom tab order. See MovieClip.tabChildren,
MovieClip.tabEnabled, and TextField.tabEnabled in the ActionScript 2.0 Language Reference at
www.adobe.com/go/learn_cs5_as2lr_en.
The ActionScript 3.0 debugger converts the Animate workspace to a debug workspace that displays panels that are used
for debugging. It also includes the Actions panel and/or Script window, the Debug console, and the Variables panel.
The Debug console displays the call stack and contains tools for stepping through scripts. The Variables panel displays
the variables in the current scope with their values and allows you to update those values yourself.
Additional resources
The following resources provide additional detailed information about debugging ActionScript 3.0:
• Show Inaccessible Member Variables displays variables that are not accessible to other classes or namespaces.
This includes variables that are protected, private or internal to the namespace.
• Show Additional Hexadecimal Display adds hexadecimal values wherever decimal values are displayed. This is
mainly useful for color values. Hexadecimal values are not displayed for decimal values from 0 through 9.
• Show Qualified Names displays variables types with both the package name and the class name.
2 Expand the tree view of the object structure of the FLA until you see the variable to view.
Edit the value of a variable
1 In the Variables panel, double click on the value of the variable.
2 Enter the new value for the variable and press Enter. The new value is used during subsequent code execution.
In ActionScript 3.0 FLA files, code in frame scripts cannot be debugged. Only code in external AS files can be debugged
with the ActionScript 3.0 Debugger.
1 Open the FLA file.
2 Select File > Publish Settings.
3 In the Publish Settings dialog box, click the tab (CS5) or category (CS5.5), and then select Permit Debugging.
4 Close the Publish Settings dialog box, and select one of the following commands:
• File > Export > Export Movie
• File > Publish
5 Leave the SWF file on the local machine to perform a remote debug session on the localhost, or upload it to your
web server.
The SWF file contains no breakpoint information, so if you upload the file to a remote server you will not be able to
step through code. Use the localhost to perform this task.
6 In Animate, select Debug > Begin Remote Debug Session > ActionScript 3.0.
Animate opens the ActionScript 3.0 Debugger and waits for a debug Flash Player to connect. You have 2 minutes to
start the debug Flash Player. If more than 2 minutes elapse, repeat this step.
7 Open the SWF file in the debug version of the Flash Player plugin, ActiveX control, or stand-alone player. The debug
stand-alone player is located in the Animate install directory/Players/Debug/ directory. Do not connect to a file on
another machine, as debugger will not be able to receive any breakpoint information.
The debug session begins when the debug player connects to the ActionScript 3.0 Debugger panel.
Note: Remote debugging does not function if you select the Default Network Interface for AIR 3.4. Instead, select the
options to provide Network Interface name and IP Address of the system.
Activate the Debugger from a remote location
1 Open the Animate authoring application if it is not already open.
2 Select Debug > Begin Remote Debug Session > ActionScript 3.0.
3 In a browser or in the debugger version of the stand-alone player, open the published SWF file from the remote
location.
If the Remote Debug dialog box does not appear, right-click (Windows) or Control-click (Macintosh) in the SWF
file to display the context menu, and select Debugger.
4 In the Remote Debug dialog box, select Localhost and select the file to open.
The display list of the SWF file appears in the Debugger. If the SWF file doesn’t play, the Debugger might be paused,
so click Continue to start it.
Software requirements
A developer needs the following software to build a plug-in using the custom platform support development kit.
• Microsoft Windows 7 or Apple Mac OS 10.8 and later
• Microsoft Visual Studio 2012 (for Windows) or XCode 4.5.2 (for Mac)
• Animate CC 2014.1 (October)
• Eclipse IDE for C/C++ Developers
• Adobe Extension Builder 3.0
• Adobe Extension Manager 7.2.1.6
3 Open a new project in VisualStudio or Xcode and include the header files in the development kit to your software
development project. To quick-start the creation of your custom platform support plug-in, you can use the following
sample plug-in available under the SampleCreateJSPlatform directory as the base code for your plug-in project.
For example, the SampleCreateJS plug-in files are at
SampleCreateJSPlatform\Plugin\SampleCreateJS\project\
4 Make necessary changes for your target platform.
5 Compile the code to generate a plug-in (.dll or .plug-in).
This tag contains the list of extensions in the final ZXP package in which each extension has a unique string as its ID.
In this case, the .dll or .plugin file created in the previous section is included in an extension. Then, the other extension
is used for configuring the Publish Settings UI of the Publisher. In the sample, ExtensionList tag the extension with the
extension ID PluginID contains the .dll/.plugin file and the extension with the ID PublishSettingsID configures the
publish pettings UI of the publisher.
? The DispatchInfoList tag contains details about each extension mentioned in the ExtensionList. The following is an
example of DispathInfoList:
<DispatchInfoList>
<Extension Id="PluginID">
<DispatchInfo >
<Resources>
<MainPath>./plugin/fcm.xml</MainPath>
</Resources>
<Lifecycle>
<AutoVisible>true</AutoVisible>
</Lifecycle>
<UI>
<Type>ModalDialog</Type>
<Menu>CreateJS</Menu>
<Geometry>
<Size>
<Height>200</Height>
<Width>200</Width>
</Size>
</Geometry>
</UI>
</DispatchInfo>
</Extension>
<Extension Id="PublishSettingsID">
<DispatchInfo >
<Resources>
<MainPath>./index.html</MainPath>
</Resources>
<Lifecycle>
<AutoVisible>true</AutoVisible>
</Lifecycle>
<UI>
<Type>ModalDialog</Type>
<Menu>Publish Settings</Menu>
<Geometry>
<Size>
<Height>170</Height>
<Width>486</Width>
</Size>
</Geometry>
</UI>
</DispatchInfo>
</Extension>
</DispatchInfoList>
1 For the extension containing the .dll or the .plugin file, you can ignore all the tags except the MainPath tag. The
MainPath tag contains path to the file fcm.xml relative to the ExtensionContent folder. You must rename the .dll file
to .fcm and placed inside the win folder beside the fcm.xml. Similarly, if you are working on the Mac environment,
rename the .plugin file to .fcm.plugin and place it inside the mac folder beside the fcm.xml.
2 The HTML extension to configure the publish settings user interface is an HTML extension to Animate. To know
more about HTML extensions to Animate, see Creating HTML Extensions .
3 Ensure that the lower value of the version attribute in the Host tag is 14.0, the minimum (inetrnal) version of
Animate CC with Custom Platform Support.
<ExecutionEnvironment>
<HostList>
<Host Name="FLPR" Version="14.0" />
</HostList>.
.
.
</ExecutionEnvironment>
4 Switch to the Script Explorer view, right-click on your project and choose Export > Adobe Extension Builder 3 >
Application Extension. The Export Wizard appears.
5 You must have a certificate to sign the extension package. Browse to an existing certificate or click Create to create
a new certificate.
6 Click Finish to compile the project. Eclipse generates a plug-in file with .zxp extension, which you can host on the
Adobe Add-ons site.
OAM publishing
You can now export Animate content in HTML5 Canvas, ActionScript, or WebGL to OAM (.oam) animated
widget files. The OAM files generated from Animate can be placed in other Adobe applications such as Dreamweaver,
Muse, and InDesign.
Exporting and publishing animate content to an OAM format
1 Select File > Publish settings > OAM Package. Select the OAM package checkbox.
2 In the Output File field, browse for the package location and enter the package name.
3 Within the Poster Image section, select one of the following options:
• Select Generate from current frame (PNG) to generate from the contents of the current frame.
Select Transparent to set a transparent PNG as Poster Image.
• Select Use this file to specify an external PNG file as a Poster Image.
Canvas transparency
Responsive scaling
Publishing overview
You can play content in the following ways:
• In Internet browsers that are equipped with Flash Player
Note: You can generate an HTML document using the correct object and embed tags using the Publish Settings dialog box,
and selecting the HTML option. For more information, see Specify publish settings for HTML documents .
Animate can create the HTML document automatically when you publish a SWF file.
Allow SWF files to access network resources, letting the SWF file send and receive data. If you grant the SWF file access
to network resources, local access is disabled, protecting information on the local computer from potentially being
uploaded to the network.
To select the local or network playback security model for your published SWF files, use the Publish Settings dialog box.
Flash Player
Flash Player plays Flash content in the same way as it appears in a web browser or an ActiveX host application. Flash
Player is installed with the Flash application. When you double-click Flash content, the operating system starts Flash
Player, which then plays the SWF file. Use the player to make content viewable for users who aren’t using a web browser
or an ActiveX host application.
To control content in Flash Player, use menu commands and the fscommand() function.
Use the Flash Player context menu to print Flash Pro content frames.
? Do one of the following:
• To open a new or existing file, select File > New, or Open.
• To change your view of the application, select View > Magnification and make a selection.
• To control content playback, select Control > Play, Rewind, or Loop Playback.
A browser that receives the correct MIME type can load the appropriate plug-in, control, or helper application to
process and properly display the incoming data. If the MIME type is missing or not properly delivered by the server,
the browser might display an error message or a blank window with a puzzle-piece icon.
• If your site is established through an Internet service provider (ISP), ask the ISP to add this MIME type to the server:
application/x-shockwave-flash with the .swf extension.
• If you are administering your own server, see your web server documentation for instructions on adding or
configuring MIME types.
• Corporate and enterprise system administrators can configure Flash to restrict Flash Player access to resources in
the local file system. Create a security configuration file that limits Flash Player functionality on the local system.
The security configuration file is a text file placed in the same folder as the Flash Player installer. The Flash Player
installer reads the configuration file during installation and follows its security directives. Flash Player uses the System
object to expose the configuration file to ActionScript.
With the configuration file, disable Flash Player access to the camera or microphone, limit the amount of local storage
Flash Player can use, control the auto-update feature, and block Flash Player from reading anything from the user’s local
hard disk.
Adding MIME Types
When a web server accesses files, the server must properly identify the files as Flash content to display them. If the
MIME type is missing or not properly delivered by the server, the browser can show error messages or a blank window
with a puzzle-piece icon.
If your server is not properly configured, you (or your server’s administrator) must add the SWF file MIME types to
the server’s configuration files and associate the following MIME types with the SWF file extensions:
• MIME type application/x-shockwave-flash has the .swf file extension.
• MIME type application/futuresplash has the .spl file extension.
If you are administering a server, consult your server software documentation for instructions on adding or configuring
MIME types. If you are not administering a server, contact your Internet service provider, web master, or server
administrator to add the MIME type information.
If your site is on a Mac OS server, you must also set the following parameters: Action: Binary; Type: SWFL; and Creator:
SWF2.
Omniture customers can use SiteCatalyst and Test&Target with Flash by downloading and installing the Omniture
Extension pack.
• To download the Omniture extensions and access instructions for using them, choose Help > Omniture.
Overview
Animate CC enables you to create sprite sheet or texture atlas animations and export them for mobile apps and game
engines.
Sprite Sheet
A sprite sheet is a bitmap image file that contains several smaller graphics in a tiled grid arrangement. By compiling
several graphics into a single file, you enable Animate and other applications to use the graphics while only needing to
load a single file. This loading efficiency can be helpful in situations such as game development where performance is
especially important.
You can create a sprite sheet from a selection of any combination of movie clips, button symbols, graphic symbols, or
bitmaps. You can select items in the Library panel or on the Stage, but not both. Each bitmap and each frame of the
selected symbols appear as a separate graphic in the sprite sheet. If you export from the Stage, any transforms (scaling,
skewing, and so on) you have applied to the symbol instance are preserved in the image output.
Texture atlas
Texture atlas is a collection of textures as a single large image. You can optimize your game by creating a texture atlas
and using it in your game app.
In Animate, you can create a texture atlas from symbols such as movie clips, graphics, or buttons. You can select items
in the Library panel or on the Stage, but not both. Each vector and each keyframe of the selected symbols appear as a
separate bitmap in the texture atlas. If you export from the Stage, any transforms (scaling, skewing, and so on) you have
applied to the symbol instance are preserved in the image output.
Difference between a sprite sheet and texture atlas
You can use either sprite sheet or texture atlas in your mobile apps as per your requirement. Some of the key differences
between sprite sheet and texture atlas are provided in the following table.
Efficiency in loading app High, as there is no computation Low, as there is JSON file computation
Number of files generated Two files: one bitmap and one json Three files: one bitmap and two json files
Number of bitmaps generated Based on number of frames used in sprite Only unique bitmaps are generated in sprite,
sheet, number of bitmap files can also thus reducing the total size.
increase resulting in the increase of sprite
sheet size
3 In the Generate Sprite Sheet dialog box, select the required options, and then click Export.
Image dimension The total size in pixels of the sprite sheet. The default setting
is Autosize, which sizes the sheet to fit all the sprites you include.
Image format The file format of the exported sprite sheet. PNG 8 bit and PNG 32-
bit support using a transparent background (alpha channel). PNG
24 bit and JPG do not support transparent backgrounds.
Generally, the visual difference between PNG 8 bit and PNG 32 bit
is small. PNG 32-bit files are four times as large as 8-bit PNG bit files.
Border Padding Padding around the edges of the sprite sheet, in pixels.
Shape Padding Padding between each image within the sprite sheet, in pixels.
Algorithm The technique used for packing the images into the sprite sheet.
There are two options:
• Basic (default)
• MaxRects
Data Format The internal format used for the image data. Choose the format
that best suits your intended workflow for the sprite sheet after
export.
Rotate Rotates the sprites 90°. This option is only available for some data
formats.
Trim This option saves space on the sprite sheet by trimming unused
pixels from each symbol frame added to the sheet.
Stack Frames Selecting this option prevents duplicate frames within the
selected symbols from being duplicated in the resulting sprite
sheet.
An illustration depicting the workflow for generating texture atlas and importing it into Unity.
Image dimension The total size in pixels of the texture atlas. The default setting
is Autosize, which sizes the sheet to fit all the images you include.
Image format The file format of the exported sprite sheet. PNG 8 bit and PNG 32-
bit support using a transparent background (alpha channel).
Generally, the visual difference between PNG 8 bit and PNG 32 bit
is small. PNG 32-bit files are four times as large as 8-bit PNG bit files.
Border Padding Padding around the edges of the texture atlas, in pixels
Shape Padding Padding between each image within the texture atlas, in pixels.
Algorithm The technique used for packing the images into the texture atlas.
There are two options:
• Basic (default)
• MaxRects
Data Format The internal format used for the image data. The default is the
JSON format.
Rotate Rotates the images in 90°. This option is only available for some
data formats.
Flatten skewed objects to bitmap Select this option if you are using skewed transforms for your
objects. Animate converts these objects into bitmap images as
some of the game engines do not interpret skew transforms
appropriately.
5 Click Browse and choose the destination path in your computer for the output file or enter the path in the text area
and click Export.
The generated output folder for texture atlas contains the following files:
Animation.json
This file contains information about the Animation.
spritemap.json
This file contains information about spritesheet.png file.
spritemap.png
For the exported symbol, this file contains Bitmap representation of all the minimum unique textures required to
reconstruct back the animation.
You can use the generated texture atlas in any game engines such as Unity with the suitable importer plug-in.
Play Video Plays a video in the current document. Instance name of target video
Rewind Video Rewinds the video by the specified number of Instance name of target video
frames.
Number of frames
Fast Forward Video Fast-forwards the video by the specified Instance name of target video
number of frames.
Number of frames
autoRewind Boolean value that determines whether the video is automatically rewound. If true, the FLVPlayback
component automatically rewinds the video to the beginning when the playhead reaches the end or when the user
clicks the stop button. If false, the component does not automatically rewind the video. The default value is true.
autoSize Boolean value that, if true, resizes the component at runtime to use the source video dimensions. The
default value is false.
note: The encoded frame size of the video is not the same as the default dimensions of the FLVPlayback component.
bufferTime Number of seconds to buffer before beginning playback. The default value is 0.
contentPath (AS2 files) String that specifies the URL to an FLV, F4V, or to an XML file that describes how to play
the video. Double-click the Value cell for this parameter to activate the Content Path dialog box. The default is an
empty string. If you do not specify a value for the contentPath parameter, nothing happens when Animate executes
the FLVPlayback instance.
source (AS3 files) String that specifies the URL to an FLV, F4V, or to an XML file that describes how to play the
video. Double-click the Value cell for this parameter to activate the Content Path dialog box. The default is an empty
string. If you do not specify a value for the contentPath parameter, nothing happens when Animate executes the
FLVPlayback instance.
isLive Boolean value that, if true, specifies that the video is streaming live from FMS. The default value is false.
cuePoints A string that specifies the cue points for the video. Cue points allow you to synchronize specific points
in the video with Animate animation, graphics, or text. The default value is an empty string.
maintainAspectRatio A Boolean value that, if true, resizes the video player in the FLVPlayback component to retain
the source video aspect ratio; the source video is still scaled and the FLVPlayback component itself is not resized.
The autoSize parameter takes precedence over this parameter. The default value is true.
skin A parameter that opens the Select Skin dialog box and allows you to choose a skin for the component. The
default value is None. If you choose None, the FLVPlayback instance does not have control elements that allow the
user to play, stop, or rewind the video, or take other actions that the controls make possible. If the autoPlay
parameter is set to true, the video plays automatically. For more information, see “Customizing the FLVPlayback
component” in Using ActionScript 3.0 Components or ActionScript 2.0 Components Language Reference.
totalTime Total number of seconds in the source video. The default value is 0. If you use progressive download,
Animate uses this number if it is set to a value greater than zero (0). Otherwise, Animate tries to take the time from
metadata.
note: If you’re using FMS or FVSS, this value is ignored; the total time of the video is taken from the server.
volume A number from 0 to 100 that represents the percentage of maximum volume at which to set the volume.
2 Enter values for parameters, or use the default settings as appropriate. For the contentPath or source parameter, do
the following: a) Double-click the Value cell for the contentPath or source parameter to activate the Content Path
dialog box. b) Enter the URL or local path to the FLV or F4V file, or the XML file (for Adobe Media Server or FVSS)
that describes how to play the video.
If you do not know the location of the video or XML file, click the folder icon to navigate to the correct location.
When browsing for an video file, if it is at or below the location of the target SWF file, Animate automatically makes
the path relative to that location so that it is ready for serving from a web server. Otherwise, it is an absolute
Windows or Macintosh file path.
If you specify an HTTP URL, the video file is a progressive download FLV or F4V file. If you specify a URL that is
a Real-Time Messaging Protocol (RTMP) URL, the video streams from a Adobe Media Server (AMS). A URL to an
XML file could also be a streaming video file from AMS or from FVSS.
Note: When you click OK on the Content Path dialog box, Animate updates the value of the cuePoints parameter, too,
because you might have changed the contentPath parameter so that the cuePoints parameter no longer applies to the
current content path. As a result, you lose any disabled cue points, although not ActionScript cue points. For this reason,
you may want to disable non-ActionScript cue points through ActionScript, rather than through the Cue Points dialog
box.
When you specify the contentPath or source parameter, Animate attempts to verify that the video you specified is
compatible with Flash Player. If you see a warning dialog box, try re-encoding the video to FLV or F4V format with
Adobe Media Encoder.
You can also specify the location of an XML file that describes how to play multiple video streams for multiple
bandwidths. The XML file uses Synchronized Multimedia Integration Language (SMIL) to describe the video files.
For a description of the XML SMIL file, see “Using a SMIL file” in the ActionScript 2.0 Components Language
Reference.
For more information on the media components, “Media components,” in the ActionScript 2.0 Components Language
Reference.
• Minimize the use of transparency in PNG files; Animate must calculate redraws even for the transparent portions
of the bitmap. For example, with a transparent PNG file that represents a foreground element, don't export the
transparent PNG at the full size of the screen. Instead, export it at the actual size of the foreground element.
• Try to group bitmap layers together and vector layers together. Animate needs to implement different renderers for
bitmap and vector content, and switching between renderers takes time.
• Although preloading all content by putting it at the beginning of the file makes sense on the desktop, preloading on
a mobile device can delay file startup. Space content throughout the file so that movie clips are initialized as they are
used.
• When one SWF file loads another SWF file that contains a custom ActionScript class (for example,
foo.bar.CustomClass) and then unloads the SWF file, the class definition remains in memory. To save memory,
explicitly delete any custom classes in unloaded SWF files. Use the delete statement and specify the fully qualified
class name, such as: delete foo.bar.CustomClass.
• Limit the use of global variables, because they are not marked for garbage collection if the movie clip that defined
them is removed.
• Avoid using the standard user interface components (available in the Components panel in Flash). These
components are designed to run on desktop computers and are not optimized to run on mobile devices.
• Whenever possible, avoid deeply nested functions.
• Avoid referencing nonexistent variables, objects, or functions. Compared to the desktop version of Flash Player,
Flash Lite 2 looks up references to nonexistent variables slowly, which can significantly affect performance.
• Avoid defining functions using anonymous syntax. For example, myObj.eventName = function{ ...}. Explicitly
defined functions are more efficient, such as function myFunc { ...}; my Obj.eventName = myFunc;.
• Minimize the use of Math functions and floating-point numbers. Calculating these values slows performance. If you
must use the Math routines, consider precalculating the values and storing them in an array of variables. Retrieving
the values from a data table is much faster than having Flash calculate them at run time.
As mentioned previously, you can’t use the delete statement to free memory that a local function variable uses. Instead,
set the variable reference to null, which has the same effect as using delete.
function func()
{
// Create the Date object.
var funcDateObject = new Date();
// Returns the current date as a string.
trace(funcDateObject);
// Delete has no effect.
delete funcDateObject;
// Still returns the current date.
trace(funcDateObject);
// Set the object reference to null.
funcDateObject = null;
// Returns null.
trace(funcDateObject);
}
// Call func() function.
func();
To load large amounts of data, group the data in smaller pieces—for example, in several XML files—and make several
data-loading calls for each piece. The size of each piece of data, and therefore the number of data-loading calls you need
to make, varies by device and file. To determine an appropriate balance between the number of data requests and the
likelihood of a memory failure, test files on a variety of target devices.
For optimum performance, avoid loading and parsing XML files if possible. Instead, store data in simple name/value
pairs and load the data from a text file using loadVars or from precompiled SWF files.
The values specified for the name attributes in the <asset> tags are the names of classes that should be excluded from
the SWF file. Add as many as required for the file. For example, the following XML file excludes the
mx.core.UIObject and mx.screens.Slide classes from the SWF file:
<excludeAssets>
<asset name=”mx.core.UIObject” />
<asset name=”mx.screens.Slide” />
</excludeAssets>
Troubleshooting video
You can create an application and then encounter problems after you upload it to your server.
• Check that your Flash Player version is correct.
For example, if you encoded your files using On2 codec, you need Flash Player 8 or later installed for the browsers
you use to view your Animate content.
note: For Flash Player and FLV compatibility, see About Using FLV Video in Learning ActionScript 2.0.
• Check that your server supports the mime type for the video files you are using, FLV or F4V. For more information
on video files on a server, see Configuring your server for FLV files in Learning ActionScript 2.0.
• Check security guidelines.
If you load FLV files from another server, make sure that you have the proper files or code in place to load from that
external server. For information on policy files, see Server-side policy files for permitting access to data in Learning
ActionScript 2.0. For information about loading and security, see Understanding security in Learning ActionScript
2.0.
• Check your target paths to your video are correct. If you use relative paths (such as /video/water.flv), try using
absolute paths (such as http://www.helpexamples.com/flash/video/water.flv). If your application doesn’t work as a
relative path, but does work as an absolute path, correct the relative path.
• Check that the version of Flash Player you specified in the Publish Settings supports the type of video files you are
using, either FLV or F4V (H.264).
LoadVars.send and LoadVars.sendAndLoad Sends name-value pairs to a server-side script for processing.
LoadVars.send sends variables to a remote script and ignores any
response. LoadVar.sendAndLoad sends name-value pairs to a server
and loads or parses the response into a target LoadVars object.
XML.send and XML.sendAndLoad Similar to LoadVars, but XML.send and XML.sendAndLoad send XML
packets instead of name-value pairs.
Remoting Lets you easily exchange complex information between Animate and
ColdFusion, ASP.NET, Java, and more. You can also use Animate
Remoting to consume web services.
Client-side validation can be as simple as making sure that a form field is at least one character long, or that the user
entered a numeric value and not a string. To validate an e-mail address, for example, check that the text field in
Animate isn’t empty and contains at least the at sign (@) and dot (.) characters. For the server-side validation, add more
complex validation and check that the e-mail address belongs to a valid domain.
You must write ActionScript to handle the data that loads into the SWF file from the server. After you finish loading
data into a SWF file, the data can be accessed from that location. Use ActionScript to check whether the data is fully
loaded. You can use callback functions or listeners to send a signal that the data is loaded into the document.
When you load data, it can be formatted in several ways:
• You might load XML, in which case you use the XML class methods and properties to parse the data and use it. If
you use name-value pairs, the pairs turn into variables and you can manipulate them as variables.
• You might receive data from a web service or from Animate Remoting.
In both cases, you could receive complex data structures, such as arrays, objects, or record sets, which you must parse
and bind appropriately.
Using scenes
Using scenes is similar to using several SWF files to create a larger presentation. Each scene has a timeline. When the
playhead reaches the final frame of a scene, the playhead progresses to the next scene. When you publish a SWF file,
the timeline of each scene combines into a single timeline in the SWF file. After the SWF file compiles, it behaves as if
you created the FLA file using one scene. Because of this behavior, avoid using scenes for the following reasons:
• Scenes can make documents confusing to edit, particularly in multiauthor environments. Anyone using the FLA
document might have to search several scenes within a FLA file to locate code and assets. Consider loading content
or using movie clips instead.
• Scenes often result in large SWF files.
• Scenes force users to progressively download the entire SWF file, instead of loading the assets they actually want to
see or use. If you avoid scenes, the user can control what content they download as they progress through your SWF
file. The user has more control over how much content they download, which is better for bandwidth management.
One drawback is the requirement for managing a greater number of FLA documents.
• Scenes combined with ActionScript might produce unexpected results. Because each scene timeline is compressed
onto a single timeline, you might encounter errors involving your ActionScript and scenes, which typically requires
extra, complicated debugging.
If you create lengthy animations, you might find it advantageous to use scenes. If disadvantages apply to your
document, consider using multiple FLA files, or movie clips to build an animation instead of using scenes.
Many software packages allow users to use version control with their files, which enables teams to work efficiently
and reduce errors (such as overwriting files or working on old versions of a document). As with other documents,
you can use these programs to organize the Animate documents outside Animate .
Optimize documents
• Use symbols, animated or otherwise, for every element that appears more than once.
• Use tweened animations whenever possible when creating animation sequences. Tweened animations use less file
space than a series of keyframes.
• Use movie clips instead of graphic symbols for animation sequences.
• Limit the area of change in each keyframe; make the action take place in as small an area as possible.
• Avoid animating bitmap elements; use bitmap images as background or static elements.
• Use mp3, the smallest sound format, whenever possible.
Optimize colors
• Use the Color menu in the Symbol Property inspector to create many instances of a single symbol in different colors.
• Use the Color panel (Window > Color) to match the color palette of the document to a browser-specific palette.
• Use gradients sparingly. Filling an area with gradient color requires about 50 bytes more than filling it with solid
color.
• Use alpha transparency sparingly because it can slow playback.
Antialias Turns on anti-aliasing for lines, shapes, and bitmaps and displays shapes and lines so that their edges
appear smoother on the screen. Draws more slowly than the Fast option. Anti-aliasing works best on video cards
that provide thousands (16-bit) or millions (24-bit) of colors. In 16- or 256-color mode, black lines are smoothed,
but colors might look better in Fast mode.
Antialias Text Smooths the edges of any text. Works best with large font sizes and can be slow with large amounts
of text. This is the most common mode in which to work.
Full Renders all content on the Stage fully. Might slow down display.
• Reduce the number of lines and points you use in a SWF file. Use the Optimize Curves dialog box (Modify > Shape >
Optimize) to reduce the number of vectors in a drawing. Select the Use Multiple Passes option for more
optimization. Optimizing a graphic reduces file size, but compressing it too much compromises its quality. However,
optimizing curves reduces your file size and improves SWF file performance. Third-party options are available for
specialized optimization of curves and points that yield different results.
To get the best results, try different ways of producing animated content, and test each of the options.
A higher frame rate (measured in frames per second, or fps) produces smooth animation in a SWF file but it can be
processor-intensive, particularly on older computers. Test your animations at different frame rates to find the lowest
frame rate possible.
For a sample of scripted animation, see the Animate Samples web page at www.adobe.com/go/learn_fl_samples.
Download and decompress the Samples zip file and navigate to the ActionScript2.0/Animation folder to access the
sample.
The following are typical scenarios in which you might see significant benefits when you enable bitmap caching by
optimizing vector graphics.
Complex background image An application that contains a detailed and complex background image of vector data. To
improve performance, select the content, store it in a movie clip, and set the opaqueBackground property to true. The
background is rendered as a bitmap and can be redrawn quickly, so that your animation plays faster.
Scrolling text field An application that displays a large amount of text in a scrolling text field. Place the text field in a
movie clip that you set as scrollable with scrolling bounds (the scrollRect property), enabling fast pixel scrolling for the
specified instance. When a user scrolls the movie clip instance, the scrolled pixels shift up and generate the newly
exposed region instead of regenerating the entire text field.
Windowing system An application with a complex system of overlapping windows. Each window can be open or
closed (for example, web browser windows). If you mark each window as a surface (set the cacheAsBitmap property to
true), each window is isolated and cached. Users can drag the windows so that they overlap each other, and each
window doesn't need to regenerate the vector content.
When to avoid using bitmap caching
Misusing bitmap caching can negatively affect your SWF file. When you develop a FLA file that uses surfaces,
remember the following guidelines:
• Do not overuse surfaces (movie clips with caching enabled). Each surface uses more memory than a regular movie
clip; only enable surfaces to improve rendering performance.
• A cached bitmap can use significantly more memory than a regular movie clip instance. For example, if the movie
clip on the Stage is 250 pixels by 250 pixels, when cached it might use 250 KB instead of 1 KB when it's a regular
(uncached) movie clip instance.
• Avoid zooming in on cached surfaces. If you overuse bitmap caching, a large amount of memory is consumed (see
previous bullet), especially if you zoom in on the content.
• Use surfaces for movie clip instances that are largely static (nonanimating). You can drag or move the instance, but
the contents of the instance should not animate or change a lot. For example, if you rotate or transform an instance,
the instance changes between the surface and vector data, which is difficult to process and negatively affects your
SWF file.
• If you mix surfaces with vector data, it increases the amount of processing that Flash Player (and sometimes the
computer) needs to do. Group surfaces together; for example, when you create windowing applications.
Components must exist in the parent SWF file’s library. For example, an application must have a copy of the
components it uses in its library, even if those components are required only by child SWF files that are loaded at
runtime. This is necessary to ensure that the components function properly, and slightly increases the download time
of the parent SWF file. However, the parent library isn’t inherited or shared in the SWF files that you load into the
parent. Each child SWF file must download to the application with its own copy of the same components.
When you are planning to publish a SWF file with backward compatibility, you must have a good understanding of
which components have that capability. The following table provides information about component availability in
different versions of Flash Player:
Components Flash Player 6 (6.0.65.0) Flash Player 6 (6.0.65.0) Flash Player 7 and 8 Flash Player 9
and earlier
Deselect the Optimize for Flash Player 6r65 option in Publish Settings for the V2 UI components to work.
For instances that you place directly on the Stage, you can use onClipEvent() for each instance, or you can use subclasses
(recommended). For information on subclasses, see About writing a subclass in Learning ActionScript 2.0.
If you must restyle your components, you can improve efficiency in your application by using the Loader component.
To implement several styles in different components, place each component in its own SWF file. If you change styles
on the Loader component and reload the SWF file, the components in the SWF file are recreated. When the component
is recreated, the cache of styles is emptied, and the style for the component is reset and referenced again.
Note: To apply a single style to all instances of a component in your SWF file, change the style globally using
_global.styles.ComponentName.
This ActionScript creates a text field, and enters text that includes a copyright symbol (©) into the text field.
You can make a SWF file use the operating system’s code page, which is controlled by the useCodepage property. When
Animate exports a SWF file, it defaults to exporting Unicode text and System.useCodepage is set to false. You might
encounter problems displaying special text, or text on international systems, where using the system’s code page can
seem to solve the problem of text incorrectly displaying. However, using System.useCodePage is always a last resort.
To use the system’s code page, place the following line of ActionScript 2.0 code on Frame 1 of the Timeline:
System.useCodepage = true;
<< need an AS3 example here as well. See
dev/qa. >>
Note: A special character can appear only if the user’s computer has the character included in the font that is being used. If
you are not sure, embed the character or font in the SWF file.
The following table contains a number of commonly used Unicode escape sequences.
Animate generates a text file with the .txt extension. (If the document file is myMovie.fla, the text file is myMovie
Report.txt.) The report lists the size of each frame, shape, text, sound, video and ActionScript script by frame.
Find And Replace Lets you search for strings and replace them in a FLA file.
Script Pinning Lets you pin multiple scripts from various objects and work with them simultaneously in the Actions
panel. This method works best with the Script navigator.
Movie Explorer Lets you view and organize the contents of a FLA file, and select elements (including scripts) for further
modification.
• Do you have to modify the behavior code? If so, by how much? To modify the behavior code to any extent, do not
use behaviors. You usually cannot edit behaviors by using the Behaviors panel if you make modifications to the
ActionScript. To significantly edit the behaviors in the Actions panel, it is usually easier to write all of the
ActionScript yourself in a centralized location.
• What other ActionScript do you need, and does other ActionScript have to interact with the behavior code?
Debugging and modifications are easier to make from a central location. For example, if code on a timeline interacts
with behaviors placed on objects, avoid behaviors.
• How many behaviors do you have to use, and where do you plan to put them in the FLA file? If your behaviors are
all placed on a timeline, they might work well in your document. Or, your workflow might not be affected if you use
only a small number of behaviors. However, if you use many behaviors on a lot of object instances, writing your own
code on the Timeline or in external ActionScript files might be more efficient.
Remember, ActionScript 3.0 does not support behaviors.
Note: This technique is not necessary if your code is easy to find, the document is not shared, or all of your code is placed
on frames of the main Timeline.
The Library path specifies the location of pre-compiled ActionScript code which resides in SWC files you have created.
The FLA file that specifies this path loads every SWC file at the top level of this path and any other code resources that
are specified within the SWC files themselves. If you use the Library path, be sure none of the compiled code in the
SWC files is duplicated in uncompiled AS files in the Source path. The redundant code will slow down compilation of
your SWF file.
You can specify more than one path for Animate to look in. Resources found in any of the paths specified will be used.
When you add or modify a path, you can add absolute directory paths (for example, C:/my_classes) and relative
directory paths (for example, ../my_classes or ".").
note: ActionScript 2.0 is deprecated with Animate CC. For more information, see this article
.To set the document-level classpath:
For example, the following function has 2 lines of code that are compiled only if the value of the constant that precedes
them is set to true in the publish settings:
public function CondCompTest() {
CONFIG::COMPILE_FOR_AIR {
trace("This line of code will be compiled when COMPILE_FOR_AIR=true.");
}
CONFIG::COMPILE_FOR_BROWSERS {
trace("This line of code will be compiled when COMPILE_FOR BROWSERS=true.");
}
}
6 Enter the value you want for the constant, either true or false. You change this value in order to turn on or off
compilation of specific lines of code.
Android
For information about Publish Settings for Android, see this article .
iOS
For information about Publish Settings for iOS, see How to package applications for AIR for iOS.
Desktop
For information about Publish Settings for iOS, see About Adobe AIR.
2 Browse and select the locally saved SWF archive file in the Output name field. An archive file is generated with a zip
file. It combines SWF file of all the layers into a single zip file. The naming convention of the zipped file is prefixed
with a 4-digit number, underscore and the layer name.
4 To set the sample rate and compression for all streaming sounds or event sounds in the SWF file, click the values
next to Audio Stream or Audio Event and select options as needed.
Note: A streaming sound plays as soon as enough data for the first few frames downloads; it is synchronized to the
Timeline. An event sound does not play until it downloads completely, and it continues to play until explicitly stopped.
5 To override settings for individual sounds specified in the Sound section of the Property inspector, select Override
Sound Settings. To create a smaller, low-fidelity version of a SWF file, select this option.
Note: If the Select Override Sound Settings option is deselected, Animate scans all streaming sounds in the document
(including sounds in imported video) and publishes all stream sounds at the highest individual setting. This can increase
file size if one or more stream sounds has a high export setting.
6 To export sounds suitable for mobile devices, instead of the original library sound, select Export Device Sounds.
Click OK.
7 To set Advanced settings, select any of the following options:
Compress Movie (on by Default) Compresses the SWF file to reduce file size and download time.
Omit Trace Statements Causes Animate to ignore ActionScript trace statements in the current SWF file. When you
select this option, information from trace statements does not appear in the Output panel.
Permit Debugging Activates the Debugger and allows remote debugging of a Animate SWF file. Lets you use
password protection with your SWF file.
Protect From Import Prevents others from importing a SWF file and converting it back into a FLA document. Lets
you use password protection with your Animate SWF file.
8 If you are using ActionScript 2.0, and selected either Permit Debugging or Protect From Import, enter a password
in the Password text field. If you add a password, other users must enter the password before they can debug or
import the SWF file. To remove the password, clear the Password text field and re-publish.
Note: ActionScript 1.0 and 2.0 is not supported with Animate CC.
9 To set a maximum time that scripts can take to execute in the SWF file, enter a value for the Script Time Limit. Flash
Player cancels execution of any scripts that exceed the limit.
10 Select the Animate security model to use from the Local Playback Security pop-up menu. Specify whether to grant
your published SWF file local or network security access.
Local Access Only Lets the published SWF file interact with files and resources on the local system but not on the
network.
Access Network Only Lets the published SWF file interact with files and resources on the network but not on the
local system
11 To enable the SWF file to use hardware acceleration, select one of the following options from the Hardware
Acceleration menu:
Level 1 - Direct Direct mode improves playback performance by allowing Flash Player to draw directly on the screen
instead of letting the browser do the drawing.
Level 2 - GPU In GPU mode, Flash Player utilizes the available computing power of the graphics card to perform
video playback and compositing of layered graphics. This provides another level of performance benefit depending
on the user's graphics hardware. Use this option when you expect that your audience will have high-end graphics
cards.
If the playback system does not have sufficient hardware to enable acceleration, Flash Player reverts to normal
drawing mode automatically. For best performance on web pages containing multiple SWF files, enable hardware
acceleration for only one of the SWF files. Hardware acceleration is not used in Test Movie mode.
When you publish your SWF file, the HTML file that embeds it contains a wmode HTML parameter. Choosing
Level 1 or Level 2 hardware acceleration sets the wmode HTML parameter to “direct” or “gpu” respectively. Turning
on hardware acceleration overrides the Window Mode setting you may have chosen in the HTML tab of the Publish
Settings dialog box, because it is also stored in the wmode parameter in the HTML file.
2 Use the default filename, which matches the name of your document, or enter a unique name, including the .html
extension.
3 To select an installed template to use, choose one from the Template pop-up menu. To show a description of the
selected template, click Info. The default selection is the Animate Only template.
4 If you selected any HTML template other than Image Map, and you set the Flash Player version to 4 or later, select
Animate Version Detection. For more information, see Specify publish settings for Flash Player detection.
Note: Animate Version Detection configures your document to detect the version of Flash Player that the user has and
sends the user to an alternative HTML page if the user does not have the targeted player. The alternative HTML page
contains a link to download the latest version of Flash Player.
5 Select a Size option to set the values of the width and height attributes in the HTML object and embed tags:
Match Movie (Default) Uses the size of the SWF file.
Pixels Uses the Width and Height you specify. Enter the number of pixels for the width and height.
Percent The SWF file occupies the percentage of the browser window that you specify. Enter the percentages for
width and height that you want to use.
6 To control the SWF file’s playback and features, select Playback options:
Paused At Start Pauses the SWF file until a user clicks a button or selects Play from the shortcut menu. (Default)
The option is deselected and the content begins to play as soon as it is loaded (the PLAY parameter is set to true).
Loop Repeats the content when it reaches the last frame. Deselect this option to stop the content when it reaches
the last frame. (Default) The LOOP parameter is on.
Display Menu Shows a shortcut menu when users right-click (Windows) or Control-click (Macintosh) the SWF file.
To show only About Animate in the shortcut menu, deselect this option. By default, this option is selected (the
MENU parameter is set to true).
Device Font (Windows only) Substitutes anti-aliased (smooth-edged) system fonts for fonts not installed on the
user’s system. Using device fonts increases the legibility of type at small sizes and can decrease the SWF file’s size.
This option affects only SWF files that contain static text (text that you create when authoring a SWF file and that
does not change when the content appears) set to display with device fonts.
7 To determine the trade-off between processing time and appearance, as described in the following list, select Quality
options. These options set the QUALITY parameter’s value in the object and embed tags.
Low Favors playback speed over appearance and does not use anti-aliasing.
Auto Low Emphasizes speed at first but improves appearance whenever possible. Playback begins with anti-aliasing
turned off. If Flash Player detects that the processor can handle it, anti-aliasing is automatically turned on.
Auto High Emphasizes playback speed and appearance equally at first but sacrifices appearance for playback speed
if necessary. Playback begins with anti-aliasing turned on. If the actual frame rate drops below the specified frame
rate, anti-aliasing is turned off to improve playback speed. To emulate the View > Antialias setting, use this setting.
Medium Applies some anti-aliasing but does not smooth bitmaps. Medium produces a better quality than the Low
setting but lower quality than the High setting.
High (Default) Favors appearance over playback speed and always uses anti-aliasing. If the SWF file does not
contain animation, bitmaps are smoothed; if the SWF file contains animation, bitmaps are not smoothed.
Best Provides the best display quality and does not consider playback speed. All output is anti-aliased and bitmaps
are always smoothed.
8 Select a Window Mode option, which controls the HTML wmode attribute in the object and embed tags. The
window mode modifies the relationship of the content bounding box or virtual window with content in the HTML
page as described in the following list:
Window (Default) Does not embed any window-related attributes in the object and embed tags. The background
of the content is opaque and uses the HTML background color. The HTML code cannot render above or below the
Animate content.
Opaque Windowless Sets the background of the Animate content to opaque, obscuring anything under the content.
Lets HTML content appear above or on top of content.
Transparent Windowless Sets the background of the Animate content to transparent, allowing the HTML content
to appear above and below the content.
If you turn on Hardware Acceleration in the Animate tab of the Publish Settings dialog box, the Window Mode you
select is ignored and defaults to Window.
For a demonstration of setting the Window Mode, see the TechNote titled How to make a Flash movie with a
transparent background.
Note: In some instances, complex rendering in Transparent Windowless mode can result in slower animation when the
HTML images are also complex.
Direct Uses the Stage3D render method, which uses the GPU whenever possible. When using Direct mode, it is not
possible to layer other non-SWF graphics on top of the SWF file in the HTML page.
For a list of processors that do not support Stage3D, see http://kb2.adobe.com/cps/921/cpsid_92103.html.
9 To show error messages if tag settings conflict—for example, if a template has code referring to an alternative image
that was not specified—select Show Warning Message.
10 To place the content within specified boundaries if you’ve changed the document’s original width and height, select
a Scale option. The Scale option sets the SCALE parameter in the HTML object and embed tags.
Default (Show All) Shows the entire document in the specified area without distortion while maintaining the
original aspect ratio of the SWF files. Borders can appear on two sides of the application.
No Border Scales the document to fill the specified area and keeps the SWF file’s original aspect ratio without
distortion, cropping the SWF file if needed.
Exact Fit Shows the entire document in the specified area without preserving the original aspect ratio, which can
cause distortion.
No Scale Prevents the document from scaling when the Flash Player window is resized.
11 To position the SWF file window in the browser window, select one of the following HTML Alignment options:
Default Centers the content in the browser window and crops edges if the browser window is smaller than the
application.
Left, Right, or Top Align SWF files along the corresponding edge of the browser window and crop the remaining
three sides as needed.
12 To set how the content is placed within the application window and how it is cropped, select the Flash Horizontal
Alignment and Flash Vertical Alignment options. These options set the SALIGN parameter of the HTML object and
embed tags.
Value: movieName.swf
Template variable: $MO
movie parameter Specifies the name of the SWF file to be loaded. Applies to the object tag only.
Value: movieName.swf
Template variable: $MO
classid attribute Identifies the ActiveX control for the browser. The value must be entered exactly as shown. Applies to
the object tag only.
Value: clsid:d27cdb6e-ae6d-11cf-96b8-444553540000
width attribute Specifies the width of the application either in pixels or as a percentage of the browser window.
Value: n or n%
Template variable: $WI
height attribute Specifies the height of the application either in pixels or as a percentage of the browser window.
Note: Because Animate applications are scalable, quality doesn’t degrade at different sizes if the aspect ratio is maintained.
(For example, the following sizes all have a 4:3 aspect ratio: 640 x 480 pixels, 320 x 240 pixels, and 240 x 180 pixels.)
Value: n or n%
Template variable: $HE
codebase attribute Identifies the location of the Flash Player ActiveX control so that the browser can automatically
download it if it is not already installed. The value must be entered exactly as shown. Applies to the object tag only.
Value: http://fpdownload.adobe.com/pub/shockwave/cabs/flash/swflash.cab#version=7,0,0,0
pluginspage attribute Identifies the location of the Flash Player plug-in so that the user can download it if it is not
already installed. The value must be entered exactly as shown. Applies to the embed tag only.
Value: http://www.adobe.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash
swliveconnect attribute (Optional) Specifies whether the browser should start Java™ when loading Flash Player for the
first time. The default value is false if this attribute is omitted. If you use JavaScript and Animate on the same page, Java
must be running for the fscommand() function to work. However, if you use JavaScript only for browser detection or
another purpose unrelated to fscommand() actions, you can prevent Java from starting by setting SWLIVECONNECT
to false. To force Java to start when you are not using JavaScript, explicitly set the SWLIVECONNECT attribute to true.
Starting Java substantially increases the startup time for a SWF file; set this tag to true only when necessary. Applies to
the embed tag only.
Use the fscommand() action to start Java from a stand-alone projector file.
Value: true | false
play attribute/parameter (Optional) Specifies whether the application begins playing immediately on loading in the
web browser. If your Animate application is interactive, let the user initiate play by clicking a button or performing
another task. In this case, set the play attribute to false to prevent the application from starting automatically. The
default value is true if this attribute is omitted.
Value: true | false
Template variable: $PL
loop attribute/parameter (Optional) Specifies whether the content repeats indefinitely or stops when it reaches the last
frame. The default value is true if this attribute is omitted.
Value: true | false
Template variable: $LO
quality attribute/parameter (Optional) Specifies the level of anti-aliasing to be used. Because anti-aliasing requires a
faster processor to smooth each frame of the SWF file before it is rendered on the viewer’s screen, select one of the
following values based on whether your priority is speed or appearance:
Low Favors playback speed over appearance and never uses anti-aliasing.
Autolow Emphasizes speed at first but improves appearance whenever possible. Playback begins with anti-aliasing
turned off. If Flash Player detects that the processor can handle it, anti-aliasing is turned on. Note: SWF files authored
using ActionScript 3.0 do not recognize the autolow value.
Autohigh Initially emphasizes playback speed and appearance equally, but sacrifices appearance for playback speed if
necessary. Playback begins with anti-aliasing turned on. If the frame rate drops below the specified frame rate, anti-
aliasing is turned off to improve playback speed. Use this setting to emulate the Antialias command (View > Preview
Mode > Antialias).
Medium Applies some anti-aliasing and does not smooth bitmaps. It produces a better quality than the Low setting but
a lower quality than the High setting.
High Favors appearance over playback speed and always applies anti-aliasing. If the SWF file does not contain
animation, bitmaps are smoothed; if the SWF file has animation, bitmaps are not smoothed.
Best Provides the best display quality and does not consider playback speed. All output is anti-aliased, and all bitmaps
are smoothed.
The default value for quality is high if this attribute is omitted.
Value: low | medium | high | autolow | autohigh | best
Template variable: $QU
bgcolor attribute/parameter (Optional) Specifies the background color of the application. Use this attribute to
override the background color setting that the SWF file specifies. This attribute does not affect the background color
of the HTML page.
Value: #RRGGBB (hexadecimal RGB value)
false shows a menu that contains only the About Adobe Flash Player 6 option and the Settings option.
Transparent Makes the background of the HTML page show through all the transparent portions of the application
and can slow animation performance.
Opaque windowless and Transparent windowless Both interact with HTML layers, letting layers above the SWF file
block out the application. Transparent allows transparency so that HTML layers below the SWF file can be seen
through the background of the SWF file; opaque does not.
Direct Level 1 - Direct mode hardware acceleration is turned on. The other window mode settings apply only when
hardware acceleration is turned off.
GPU Level 2 - GPU mode hardware acceleration is turned on. The other window mode settings apply only when
hardware acceleration is turned off.
Value: Window | Opaque | Transparent | Direct | GPU
Template variable: $WM
allowscriptaccess attribute or parameter Use allowscriptaccess to let your Animate application communicate with the
HTML page hosting it. The fscommand() and getURL() operations can cause JavaScript to use the permissions of the
HTML page, which can be different from the permissions of your Animate application. This has important implications
for cross-domain security.
always Permits scripting operations at all times.
samedomain Permits scripting operations only if the Animate application is from the same domain as the HTML page.
The default value that all HTML publish templates use is samedomain.
Value: always | never | samedomain
SeamlessTabbing parameter (Optional) Lets you set the ActiveX control to perform seamless tabbing, so that the user
can tab out of a Animate application. This parameter works only in Windows with the Flash Player ActiveX control,
version 7 and higher.
true (or omitted) Sets the ActiveX control to perform seamless tabbing: After users tab through the Animate
application, the next tab keypress moves the focus out of the Animate application and into the surrounding HTML
content or to the browser status bar if nothing can have focus in the HTML following the Animate application.
false Sets the ActiveX control to behave as it did in version 6 and earlier: After users tab through the Animate
application, the next tab keypress wraps the focus around to the beginning of the Animate application. In this mode,
you cannot use the tab key to advance the focus past the Animate application.
Value: true | false
For the embed tag, all settings (such as height, width, quality, and loop) are attributes that appear between the angle
brackets of the opening embed tag, as shown in the following example:
<embed src="moviename.swf" width="100" height="100" play="true"
loop="true" quality="high"
pluginspage="http://www.adobe.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlas
h">
</embed>
To use both tags, position the embed tag before the closing object tag, as shown in the following example:
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100"
height="100"
codebase="http://fpdownload.adobe.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0">
<param name="movie" value="moviename.swf">
<param name="play" value="true">
<param name="loop" value="true">
<param name="quality" value="high">
<embed src="moviename.swf" width="100" height="100" play="true”
loop="true" quality="high"
pluginspage="http://www.adobe.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlas
h">
</embed>
</object>
Note: If you use the object and embed tags, use identical values for each attribute or parameter to ensure consistent
playback across browsers. The swflash.cab#version=9,0,0,0 parameter is optional; only omit this parameter if you don’t
want to check for the version number.
The following HTML templates do not support Flash Player detection because the JavaScript in these templates
conflicts with the JavaScript used to detect the Flash Player:
• Animate for PocketPC 2003
• Animate with AICC Tracking
• Animate with FSCommand
• Animate with Named Anchors
• Animate with SCORM Tracking
Note: Image Map HTML template does not support Player detection because they do not embed the Flash Player.
1 Select File > Publish Settings, and click the HTML Wrapper category in the left column.
2 Select one of the Animate Only templates or the Animate HTTPS template from the Template pop-up menu. These
templates support the single-page HTML detection kit. Any of these templates enable the Detect Animate Version
check box and the version number text fields.
3 Select the Detect Animate Version check box. Your SWF file is embedded in a web page that includes Flash Player
detection code. If the detection code finds an acceptable version of Flash Player installed on the end user’s computer,
the SWF file plays as designed.
4 (Optional) To specify precise revisions of Flash Player, use the Major Revision and Minor Revision text fields. For
example, specify Flash Player version 10.1.2 if it provides a feature specific to displaying your SWF file.
When you publish your SWF file, Animate creates a single HTML page in which to embed the SWF file and the
Flash Player detection code. If an end user does not have the version of Animate you’ve specified to view the SWF
file, an HTML page appears with a link to download the latest version of Flash Player.
4 To specify additional appearance settings for the exported GIF file, expand the Colors section and select one of the
following options:
(CS6 and earlier versions only) Optimize Colors Removes any unused colors from a GIF file’s color table. This option
reduces the file size without affecting image quality, but slightly increases the memory requirements. This option
has no effect on an adaptive palette. (An adaptive palette analyzes the colors in the image and creates a unique color
table for the selected GIF file.)
(CS6 and earlier versions only) Interlace Incrementally shows the exported GIF file in a browser as it downloads.
Lets the user see basic graphic content before the file completely downloads and can download the file faster over a
slow network connection. Do not interlace an animated GIF image.
Smooth Applies anti-aliasing to an exported bitmap to produce a higher-quality bitmap image and improve text
display quality. However, smoothing might cause a halo of gray pixels to appear around an anti-aliased image placed
on a colored background, and it increases the GIF file size. Export an image without smoothing if a halo appears or
if you’re placing a GIF transparency on a multicolored background.
(CS6 and earlier versions only) Dither Solids Applies dithering to solid colors as well as gradients.
(CS6 and earlier versions only) Remove Gradients (Default is off) Converts all gradient fills in the SWF file to solid
colors using the first color in the gradient. Gradients increase the size of a GIF file and are often poor quality. To
prevent unexpected results, select the first color of your gradients carefully if you use this option.
5 (CS6 and earlier versions only) To determine the transparency of the application’s background and the way alpha
settings are converted to GIF, select one of the following Transparent options:
Opaque Makes the background a solid color.
Alpha Sets partial transparency. Enter a Threshold value between 0 and 255. A lower value results in greater
transparency. A value of 128 corresponds to 50% transparency.
6 (CS6 and earlier versions only) To specify how pixels of available colors are combined to simulate colors not
available in the current palette, select a Dither option. Dithering can improve color quality, but it increases the file
size.
None Turns off dithering and replaces colors not in the basic color table with the solid color from the table that most
closely approximates the specified color. Turning dithering off can result in smaller files but unsatisfactory colors.
Ordered Provides good-quality dithering with the smallest increase in file size.
Diffusion Provides the best-quality dithering but increases file size and processing time. Works only with the web
216-color palette selected.
7 (CS6 and earlier versions only) To define the image’s color palette, select one of the following Palette types:
Web 216 Uses the standard 216-color, web-safe palette to create the GIF image, for good image quality and the
fastest processing on the server.
Adaptive Analyzes the colors in the image and creates a unique color table for the selected GIF file. Best for systems
displaying thousands or millions of colors; it creates the most accurate color for the image but increases file size. To
reduce the size of a GIF file with an adaptive palette, use the Max Colors option to decrease the number of colors in
the palette. To set the number of colors used in the GIF image, enter a value for Max Colors. A smaller number of
colors can produce a smaller file but can degrade the colors in the image
Web Snap Adaptive Is the same as the Adaptive palette option except it converts similar colors to the web 216-color
palette. The resulting color palette is optimized for the image, but when possible Animate uses colors from the web
216-color palette. This produces better colors for the image when the web 216-color palette is active on a 256-color
system. To set the number of colors used in the GIF image, enter a value for Max Colors. A smaller number of colors
can produce a smaller file but can degrade the colors in the image
Custom Specifies a palette that you optimized for the selected image. The custom palette is processed at the same
speed as the web 216-color palette. To use this option, know how to create and use custom palettes. To select a
custom palette, click the Palette folder icon (the folder icon that appears at the end of the Palette text field), and select
a palette file. Animate supports palettes saved in the ACT format that some graphics applications export.
24 bit with Alpha for thousands of colors with transparency (32 bpc)
5 To specify appearance settings for the exported PNG, select from the following options:
(CS6 and earlier versions only) Optimize Colors Removes any unused colors from a PNG file’s color table, reducing
the file size by 1000 to 1500 bytes without affecting image quality but increasing the memory requirements slightly.
Has no effect on an adaptive palette.
(CS6 and earlier versions only) Interlace Incrementally shows the exported PNG in a browser as it downloads. Lets
the user see basic graphic content before the file completely downloads and might download the file faster over a
slow network connection. Do not interlace an animated PNG file.
Smooth Applies anti-aliasing to an exported bitmap to produce a higher-quality bitmap image and improve text
display quality. However, smoothing might cause a halo of gray pixels to appear around an anti-aliased image placed
on a colored background, and it increases the PNG file size. Export an image without smoothing if a halo appears
or if you’re placing a PNG transparency on a multicolored background.
(CS6 and earlier versions only) Dither Solids Applies dithering to solid colors and gradients.
(CS6 and earlier versions only) Remove Gradients (Default is off) Converts all gradient fills in the application to
solid colors using the first color in the gradient. Gradients increase the size of a PNG and are often poor quality. To
prevent unexpected results, select the first color of your gradients carefully if you use this option.
6 (CS6 and earlier versions only) If you selected 8-bpc for Bit Depth, select a Dither option to specify how pixels of
available colors are mixed to simulate colors not available in the current palette. Dithering can improve color quality,
but it increases file size. Select from the following options:
None Turns off dithering and replaces colors not in the basic color table with the solid color from the table that most
closely approximates the specified color. Turning dithering off can produce smaller files but unsatisfactory colors.
Ordered Provides good-quality dithering with the smallest increase in file size.
Diffusion Provides the best-quality dithering but increases file size and processing time. It also works only with the
Web 216-color palette selected.
7 (CS6 and earlier versions only) If you selected 8-bpc for Bit Depth, select one of the following Palette Types to
define the color palette for the PNG image:
Web 216 Uses the standard 216-color, web-safe palette to create the PNG image, for good image quality and the
fastest processing on the server.
Adaptive Analyzes the colors in the image and creates a unique color table for the selected PNG file. Best for systems
showing thousands or millions of colors; it creates the most accurate color for the image but results in a file size
larger than a PNG created with the web-safe 216-color palette.
Web Snap Adaptive Is the same as the Adaptive palette option except that it converts colors similar to the web-safe
216-color palette. The resulting color palette is optimized for the image, but when possible, Animate uses colors
from the web-safe 216-color palette. This produces better colors for the image when the web-safe 216-color palette
is active on a 256-color system. To reduce the size of a PNG file with an adaptive palette, use the Max Colors option
to decrease the number of palette colors.
Custom Specifies a palette that you optimized for the selected image. The custom palette is processed at the same
speed as the web-safe 216-color palette. To use this option, know how to create and use custom palettes. To select a
custom palette, click the Palette folder icon (the folder icon that appears at the end of the Palette text field), and select
a palette file. Animate supports palettes saved in the ACT format that leading graphics applications export.
8 (CS6 and earlier versions only) If you selected the Adaptive or Web Snap Adaptive palette, enter a value for Max
Colors to set the number of colors used in the PNG image. A smaller number of colors can produce a smaller file
but might degrade the colors in the image.
9 (CS6 and earlier versions only) To select a line-by-line filtering method to make the PNG file more compressible
and experiment with the different options for a particular image, select one of the following Filter Options:
None Turns off filtering.
Sub Transmits the difference between each byte and the value of the corresponding byte of the previous pixel.
Up Transmits the difference between each byte and the value of the corresponding byte of the pixel immediately
above.
Average Uses the average of the two neighboring pixels (left and above) to predict the value of a pixel.
Path Computes a simple linear function of the three neighboring pixels (left, above, upper left), and selects the
neighboring pixel closest to the computed value as a predictor of the color.
Adaptive Analyzes the colors in the image and creates a unique color table for the selected PNG file. Best for systems
showing thousands or millions of colors; it creates the most accurate color for the image but results in a file size
larger than a PNG created with the web 216-color palette. Reduce the size of a PNG created with an adaptive palette
by decreasing the number of colors in the palette.
OAM Settings
3 In the Output File box, select a location and type the name of the package.
4 Under Poster Image, select one of the following:
• If you want to generate the OAM package from contents of the current frame, select Generate from current frame
(PNG). Select Trasparent if you want to generate a transparent PNG image.
• If you want generate OAM from another file, specify the path of the file in the Use this file box.
• To generate transparent OAMs, set the Stage background to transparent and publish as OAM. For more
information on setting the stage background, see Canvas transparency.
• To generate responsive OAMs, set the responsive setting in the Publish Settings dialog box. For more information
on responsive settings, see Basic settings
5 Click Publish. You can view the OAM package in the saved location.
Video
2 In the Profile Options menu, select Export Profile. Export the publish profile as an .APR file for import into other
documents.
3 Accept the default location in which to save the publish profile or browse to a new location, and click Save.
2 Specify settings for the QuickTime movie to export. By default, QuickTime export creates a movie file using the
same dimensions as the source Animate document and exports the Animate document in its entirety. The Export
QuickTime Video dialog box contains the following options:
Dimensions The width and height in pixels for the frames of the QuickTime movie. You can specify only the width
or the height; the other dimension is automatically set to maintain the aspect ratio of your original document. To
set both the width and the height independently of each other, deselect Maintain Aspect Ratio.
Note: If the dimensions of the video are particularly large (for example, 740 x 480 pixels), you may need to change the
frame rate of the movie to avoid dropping frames.
Note: The Dimensions option you set in the QuickTime Export Settings dialog is for the width and height of the FLA
file exported as video. The dimensions you set in the QuickTime Settings dialog specify the size of the exported
QuickTime movie. If you do not change the size in the later dialog, it remains as “current” so you do not need to change
it.
Ignore stage color Creates an alpha channel using the stage color. The alpha channel is encoded as a transparent
track, letting you overlay the exported QuickTime movie on top of other content to alter the background color or
scene.
To create a QuickTime video with an alpha channel, you must select a video Compression Type that supports 32-bit
encoding with an alpha channel. Codecs that support this are Animation, PNG, Planar RGB, JPEG 2000, TIFF, or
TGA. You must also select Million of Color+ from the Compressor/Depth setting. To set the compression type and
color depth, click the Settings button in the Video category of the Movie Settings dialog box.
When last frame is reached Exports the entire Animate document as a movie file.
After time has elapsed The duration of the Animate document to export in hours:minutes:seconds:milliseconds.
QuickTime Settings Opens the advanced QuickTime settings dialog box. The Advanced settings let you specify
custom QuickTime settings. In general, use the default QuickTime settings, as they provide optimal playback
performance for most applications. To modify the QuickTime settings, see the documentation provided with Apple
QuickTime Pro for information on the available video parameters.
3 Click Export.
Windows AVI (Windows)
Exports a document as a Windows video but discards any interactivity. Good for opening a Animate animation in a
video-editing application. Because AVI is a bitmap-based format, documents that contain long or high-resolution
animations can quickly become very large.
The Export Windows AVI dialog box has the following options:
Dimensions Specifies a width and height, in pixels, for the frames of an AVI movie. Specify only the width or the height;
the other dimension is automatically set to maintain the aspect ratio of your original document. To set both the width
and the height, deselect Maintain Aspect Ratio.
Video Format Selects a color depth. Some applications do not yet support the Windows 32-bpc image format. If this
format presents problems, use the older 24-bpc format.
Compress Video Select standard AVI compression options.
Smooth Applies anti-aliasing to the exported AVI movie. Anti-aliasing produces a higher-quality bitmap image, but it
can cause a halo of gray pixels to appear around images when placed over a colored background. Deselect if a halo
appears.
Sound Format Set the sample rate and size of the soundtrack, and whether to export in mono or stereo. The smaller
the sample rate and size, the smaller the exported file, with a possible trade-off in sound quality.
Export images
You use the Export image dialog box (File > > Export > Export image and File > Export > Export Animated GIF) to
select optimization options and preview optimized artwork.
A Display options B Optimize pop-up menu C Preset options D Image size options E Animation options F Preview G Toolbars
Legacy Macintosh (No Color Management) Simulates the default gamma of 1.8 used by Mac OS 10.5 and earlier.
Windows (No Color Management) Simulates the default gamma of 2.2 used by Windows and Mac OS 10.6 and later.
Use Document Profile Adjusts the gamma to match any attached document color profile in a color-managed
document.
Copyright Saves copyright notice, rights usage terms, copyright status, and copyright info URL.
Copyright and Contact Info Saves all copyright information, plus the following information: creator, creator job
title, e-mail(s), address, city, state/province, postal code, country, telephone(s), and website(s).
All Except Camera Info Saves all metadata, except EXIF data about camera settings such as shutter speed, date and
time, focal length, exposure compensation, metering pattern, and flash use.
All Saves all metadata in the file.
8 Click Save.
9 In the Save Optimized As dialog box, do the following, and click Save:
a Enter a file name, and select a location for the resulting file or files.
b Select a Format option to specify what kind of files you want to save: an HTML file and image files, only image
files, or only an HTML file.
c (Optional) Set output settings for HTML and image files.
d If your image contains multiple slices, select an option for saving slices from the Slices menu: All Slices or
Selected Slices.
Note: To reset optimization settings to the last saved version, press Alt (Windows) or Option (Mac OS), and click
Reset. To keep the same settings the next time you open the Save For Web dialog box, press Alt/Option and click
Remember.
For a video on saving files for the web in Illustrator, see www.adobe.com/go/vid0063.
Auto Select GIF/JPEG Automatically selects the optimal format depending on image content.
7 Select a Use option to specify whether you want to apply the specified file size to current slice only, to each slice in
the image, or to all slices. Click OK.
Note: None of the features in the Image Size palette are available for the SWF and SVG file formats except Clip To
Artboard.
3 Enter new pixel dimensions or specify a percentage by which to resize the image, and click Apply.
To publish a new HTML page, use the same template and change the settings. You can create custom templates using
any HTML editor. Creating a template is the same as creating a standard HTML page, except that you replace specific
values pertaining to a SWF file with variables that begin with a dollar sign ($).
Animate HTML templates have the following special characteristics:
• A one-line title that appears on the Template pop-up menu on the HTML tab of the Publish Settings dialog box.
• A longer description that appears when you click Info on the HTML tab of the Publish Settings dialog box.
• Template variables beginning with a dollar sign ($) that specify where parameter values should be substituted when
Animate generates the output file.
note: Use a backslash and dollar sign (\$) combination to use a dollar sign for another purpose in the document.
• HTML object and embed tags that follow the tag requirements of Microsoft Internet Explorer and Netscape®
Communicator® or Navigator®, respectively. To display a SWF file properly on an HTML page, follow these tag
requirements. Internet Explorer uses the object HTML tag to open a SWF file; Netscape uses the embed tag.
Width $WT
Height $HT
Movie $MO
Looping $LO
Play $PL
Quality $QU
Scale $SC
Salign $SA
Wmode $WM
Devicefont $DE
Bgcolor $BG
2 To select the frame to show the image map, do one of the following:
• For PNG or GIF files, label the frame to appear as #Static.
• For JPEG, during the publish operation, place the playhead on the frame to be used for display.
3 In an HTML editor, open the HTML template you’ll modify.
4 Save your template.
5 Select File > Publish Settings, click Format, select a format for the image map, and click OK.
For example, insert the following code in a template:
$IM
<img src=$IS usemap=$IU width=$IW height=$IH BORDER=0></img>
This might produce the following code in the HTML document that the Publish command creates:
<map name="mymovie">
<area coords="130,116,214,182" href="http://www.adobe.com">
</map>
<img src="mymovie.gif" usemap="#mymovie" width=550 height=400 border=0></img>