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Mastering Adobe Animate 2023
Mastering Adobe Animate 2023

Mastering Adobe Animate 2023: A comprehensive guide to designing modern, animated, and interactive content using Animate , Third Edition

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Mastering Adobe Animate 2023

Exploring Adobe Animate

This chapter provides historical background information on Adobe Animate, discusses what it is used for in the industry, and explores some of its new features for 2023 and how to put them to use.

When new features are released, the software release notes usually just aren’t enough to give an in-depth description of how to use them – so, we’ll highlight each of the new features so that you can start using them right away. These include the new Envelope Deformers, and Flexi Bone creation and rigging capabilities of the Asset Warp tool and Warped Objects, the ability to edit Warped Object rigs, and the inclusion of Warped Objects within the document Library.

We’ll lastly perform a quick exercise with existing assets to jump-start our exploration of the software. You’ll come away from this chapter with a refreshed understanding of Animate as a creative platform for designers, animators, and developers.

After reading this chapter, you’ll come away with the following skills:

  • Understand the history of Animate and what the software can be used for.
  • Learn about the various document types and platforms that are supported.
  • Learn which features have been added to the software, what their purpose is, and how to put them to use.
  • Get started with Animate in assembling a quick animation for existing assets.

Technical Requirements

You will need the following software and hardware to complete this chapter:

Understanding Adobe Animate

Animate has a lengthy history that is full of growth, accolades, disappointments, crushing defeats, pivots, and at least one notable resurrection. To cover the entire history of this software would take a book in itself, so we’ll only touch on the relevant points here. However, it is important to know that beginning a new project in Adobe Animate is now a unique experience for its users. Without certain decisions being made by Adobe and the passion of the Animate community, this might not have been possible today.

A Bit of History

Animate began its journey as a simple vector graphics drawing program called SmartSketch, which was intended for use on stylus-based devices developed by a company called FutureWave. It soon gained such popularity that it was made available on both Windows and macOS with added motion capabilities and was given the name FutureSplash Animator. The rising popularity of the World Wide Web during this period led to the software pivoting to target this young medium through the use of a browser-based runtime.

This was the beginning of both the authoring software that we still use today and what eventually became the Flash Player browser runtime. The idea behind this pairing was that you could author your content using FutureSplash Animator and playback the content through a web browser using an installed extension – often referred to as a plugin. The capabilities of web browsers at the time were such that HTML was a simple markup language for semantic text declaration and hyperlinks. Technologies such as CSS and JavaScript didn’t even exist yet – even image files were barely supported! If you wanted a rich media experience on the web, you had to rely on browser plugins.

Macromedia acquired FutureWave (and FutureSplash Animator) in 1996 and rebranded the software as Flash – sort of a combination of the two names. They made huge investments in both the authoring software and web browser plugin, renaming the extension to Flash Player. Macromedia was also responsible for the ActionScript programming language and the expansion of the Flash Platform across a number of areas. This included both web and server implementations and it even took small steps into mobile.

From FutureWave to Macromedia and now to Adobe, Animate has changed a lot over the years!

Figure 1.1 – Over 25 years of Adobe Animate

Figure 1.1 – Over 25 years of Adobe Animate

In 2005, Adobe Systems acquired Macromedia and all of its properties (including Flash!) and have been the holders of this technology ever since. In the years under Adobe, Animate has seen great strides as well as some missed opportunities over the years.

On the one hand, the Flash Platform was greatly expanded upon under a number of proprietary and open-source initiatives – ActionScript 3.0 was released, and MXML/Flex was made much more accessible to many developers. We even had Flash Platform technologies integrated into nearly every piece of creative software Adobe distributes – for example, directly within the workspace panels of software such as Photoshop and Illustrator.

On the other hand, the push for Flash Player on mobile was so bungled that the platform could never recover from the fallout.

While Adobe did release a number of versions of Flash Player for Android and RIM/BlackBerry devices, they were never able to get the runtime on Apple devices such as the iPhone and iPad. Adobe eventually gave up on Flash Player on mobile altogether and decided to refocus its efforts on Adobe Integrated Runtime (AIR) – which allowed iOS, Android, and even Windows and macOS applications and games to be developed with Flash technologies. However, Adobe did continue to focus on Flash Player for desktop browsers and took a renewed interest in 3D and gaming technologies in the form of Stage3D.

Adobe made huge efforts with Flash Player at one point, developing Stage3D, concurrency, and other options designed to create a blazing-fast experience for the user that appealed to game developers.

Important Note

If you’d like to learn more about mobile Flash Player and AIR for Android, have a look at Flash Development for Android Cookbook by Joseph Labrecque. Also, visit https://www.packtpub.com/product/flash-development-for-android-cookbook/9781849691420 by Packt.

During this time, Flash Professional (the authoring software) was neglected quite a bit. The focus on mobile and developers left creative software such as Flash Professional with fewer resources, and once Adobe lost the war for mobile, the association of Flash Player with Flash Professional was one that even they had trouble justifying. Many expected Adobe to abandon the software entirely. But while Adobe was focused on developers during these years, animators were still making heavy use of Flash Professional to produce content for television, web, and film projects.

Tip

If you are curious about the television series that have used Animate, have a look at the resource at https://en.wikipedia.org/wiki/List_of_Flash_animated_television_series.

In late 2015, following a year or two of visible increases in both the creative feature set of the software and the inclusion of new target platforms such as HTML5 Canvas, Adobe announced that the next version of Flash Professional would be re-branded as Animate. The name change was primarily a way to let the world know that the software was no longer bound to a single platform (Flash) and that creative motion graphics and animation were going to be a big focus moving forward. Since that time, Animate has only gotten better, and it continues to be used by creatives and developers alike to target multiple platforms without restriction.

With the decline of Flash Player and the eventual removal of the runtime from web browsers, it has become increasingly difficult to play .swf files as originally intended. Thankfully, the .swf file format can also be used as a transport format, and other applications such as Adobe After Effects can use this as part of an animator’s compositing pipeline.

Figure 1.2 – Adobe Animate 2023

Figure 1.2 – Adobe Animate 2023

Animate 2023 is the latest release, and the major Animate features that have shipped over the past year will be detailed in this chapter.

Familiar Uses of Adobe Animate

With over 25 years of history behind it, Animate has been used in all sorts of projects. In recent years, as the focus of the application has moved from a purely Flash-based experience to one that is much more platform-agnostic and increasingly expansive, the creative possibilities have expanded as well. This is a great time for new users to learn the software and for those who may have used older versions of Animate to revisit it and see what is now possible.

Animation and motion design remain two of the biggest uses for Animate. People across the world are exposed to content created in Animate every day, and it’s likely they do not even realize it! This content is hosted on the web, streamed through subscription services, and can be viewed on a wide assortment of television channels.

Of course, many digital advertisements across web and mobile settings are also created with Animate. The software even has a number of presets that conform to such ad standards – making it easy to get going with this platform.

However, something that makes Animate unique is its ability to create dynamic and interactive content. Non-interactive animated features such as Star Wars: Galaxy of Adventures and My Little Pony: Friendship is Magic are all great, but Animate can produce rich, interactive content as well.

Dumb Ways to Die and Angry Birds are two well-known examples of interactive content created with the software. Animate – and Flash before it – has a long history of producing games and interactive applications. They have frequently been hosted on the web, utilizing Flash Player and HTML5 Canvas. But they have also been launched on Android and iOS – packaged natively for these platforms using AIR. In fact, YouTube originally got its start and saw such immense popularity thanks to Flash Player and owes much of its early success to what was made possible by these technologies.

So, Animate is unique and powerful due to its ability to combine both design and development capabilities seamlessly within the same environment.

In this section, we explored the history of Animate and gained an understanding of the ways in which it has changed identities over the decades. We also had a look at some of the common uses for the software. Coming up, we’ll have a look at the various document types and platforms supported by the software today.

Choosing Between Document Types

While Flash Professional was, for years, focused entirely on the Flash Platform, Adobe Animate seeks to define itself as a platform-agnostic software application. This means that any target platform is welcome to be part of the publish pipeline – even those not traditionally associated with the software.

Even though Animate seeks to play well with any platform that wants in on the game, it does support a number of important platforms natively:

Figure 1.3 – The Publish targets native to Animate

Figure 1.3 – The Publish targets native to Animate

Today, Animate comes prepackaged with a number of target platforms for common usage. These include ActionScript 3.0, AIR for Desktop, AIR for iOS, AIR for Android, HTML5 Canvas, VR 360, VR Panorama, and WebGL glTF (in both standard and extended flavors). Some of these target platforms are still Flash-based, but most of the newer platforms have been added as target native web technologies, such as the HTML5 Canvas element with JavaScript, and include specifications such as WebGL and glTF to achieve some pretty neat stuff!

You can see all the available document types by choosing File | New from the application menu. or by choosing Create New or More Presets from the Home screen and then choosing the Advanced category of the New Document dialog.

Figure 1.4 – The New Document dialog – the Advanced presets

Figure 1.4 – The New Document dialog – the Advanced presets

The Advanced category of presets allows you to create a new document based upon a specific publishing platform, while the other category presets tend to only allow the choice of ActionScript 3.0 or HTML5 Canvas.

Tip

Within the New Document dialog, document types are listed under Platforms and Beta Platforms. You may need to scroll down to see them all. Any third-party platforms that have been enabled will show up even farther down the stack.

We’ll next proceed through an overview of the major platforms available in Animate today. These are all based upon the Flash Platform runtimes, native web technologies, and a set of beta platforms that extend these technologies.

Considering the Flash Platform Runtimes

As mentioned in the preceding section, Choosing Between Document Types, Animate was once only able to author Flash Platform technologies. You could create content to publish as a .swf file to be executed using Adobe Flash Player in the web browser. For a long time, that was pretty much it! Of course, Flash content was absolutely huge during that time and Flash Platform designers and developers had no problem with this popularity.

The Flash Platform covers two main runtimes: the web-based Flash Player and the Adobe Integrated Runtime (AIR).

Figure 1.5 – The Adobe Flash runtimes: Flash Player and AIR

Figure 1.5 – The Adobe Flash runtimes: Flash Player and AIR

An ActionScript 3.0 document within Animate publishes a .swf file for use with Flash Player or other external mechanisms. There are a couple of different versions of Flash Player to know about. There is, of course, the once-ubiquitous web browser plugin that was finally deprecated on December 31, 2020, after years of being a staple web technology and even being built directly into major browsers such as Google Chrome and Microsoft Internet Explorer due to its status as a de facto standard.

Adobe announced that Flash Player in the web browser would be deprecated way back in 2017 and we should assume from now on that no user will be able to run such content through the browser plugin.

The reasoning behind this decision was stated that native web standards such as HTML5, WebGL, and WebAssembly had reached a point of maturity that they could now be relied upon to serve the same (or similar) needs that Flash Player in the browser had fulfilled in years past, thus making Flash Player redundant.

The web browser is only part of the story, though. There are also standalone and debug versions of the Flash Player runtime, which can operate outside of the browser environment. A good example of this is the Flash Player that is built into Animate itself. Whenever a Test Movie action is performed from an ActionScript 3.0 project, Animate opens a .swf file produced from your project within this version of Flash Player. It’s very convenient to be able to test your animated content directly within the authoring software in this way.

The .swf file extension is so named due to Macromedia wanting to extend its Shockwave branding that was being used by another software product, Director, to produce content that would run on the web. When Macromedia acquired FutureSplash Animator and renamed it Flash, they also named the files it produced Shockwave FlashSWF!

Figure 1.6 – ActionScript 3.0 produces an .swf file

Figure 1.6 – ActionScript 3.0 produces an .swf file

What made this file format so desirable for use on the web was that it could contain all sorts of media: vectors, bitmaps, sound, video, data, and program code. It did all of this in a very efficient way, as these files were known for being small in size and as such, quite suitable for transfer over the web.

With all major web browsers – and even Adobe – no longer supporting Flash Player in the browser, we’ve come to a very interesting point in time. Even with web browsers no longer supporting Flash Platform content, the .swf format and other files published in various forms using the platform are still usable for many purposes. These purposes include the format’s role as a motion graphics interchange format for other software, such as Adobe After Effects, as packaged projector content, and most importantly, as an application development platform in Adobe AIR with the ability to target macOS, Windows, iOS, Android, and more!

Branching Out to the Native Web

In 2011, Adobe began an experiment which involved converting documents created with Flash Professional to HTML5. The project was codenamed Wallaby and only existed for a year or two until superior tools emerged. Wallaby required an existing .fla file for conversion and only included about 50% of the capabilities of a Flash .swf file.

In 2012, this was followed by Toolkit for CreateJS, an extension that would allow Flash Professional users to export to HTML5 directly from the software without having to produce an intermediate .fla file. The problem with this mechanism was that it was an optional extension that users would need to install. It was still not tightly coupled with the authoring environment in the way that users would expect, and so was limited when compared to producing Flash content. Toolkit for CreateJS ran as an extension and appeared as a panel within the interface, which was very different from the normal publishing process.

Eventually, with the maturity of the CreateJS libraries, coupled with a more platform-agnostic approach to publishing within the software, Flash Professional made CreateJS a native platform within the software through the use of the HTML5 Canvas document type. Since that time, Adobe and the CreateJS team have expanded the capabilities and integrations to the point that HTML5 Canvas is now one of the primary document types within Animate. For interactive, web-based content, HTML5 Canvas is the go-to document type.

Figure 1.7 – HTML5 Canvas produces a bundle of native web files

Figure 1.7 – HTML5 Canvas produces a bundle of native web files

In addition, Animate can publish to the native web beyond the use of CreateJS through the use of the WebGL standard, alongside additional WebGL and VR JavaScript runtime engines.

Opening Up to Custom Platforms

We mentioned previously that Adobe Animate is a platform-agnostic software application. This is a pretty major change in the software since, for most of its existence, Flash Professional produced content that ran exclusively within Flash Player.

We’ve explained a bit about expanding to additional platforms with CreateJS and related standards, such as WebGL. But Animate actually goes even further by opening up the entire publishing API for anyone to incorporate their publish target platform of choice into the software.

Using the Custom Platform Support Development Kit (CPSDK), anyone can create an extension that allows Animate users to target any platform of their choosing. The CPSDK extends the power of Animate to new platforms, such as LottieFiles.

Figure 1.8 – Custom platforms can produce a variety of file types

Figure 1.8 – Custom platforms can produce a variety of file types

Support for these additional platforms is maintained and implemented by third-party developers engaged with those platforms. They generally supply Animate with either new document types or specialized export and publish options. We’ll look into different examples of extending Animate in greater depth in Chapter 13, Extending Adobe Animate.

Note

Animate can be extended in two ways, using the JavaScript API (JSAPI), which automates actions in the user interface, and the CPSDK, which extends the power of Animate to new platforms.

In this section, we had a brief introduction to the three main target platform types supported by Adobe Animate: Flash/ActionScript-based targets, HTML/JavaScript-based targets, and custom platforms. Next, we’ll see what is new in Animate 2023.

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Key benefits

  • Produce rich motion graphics and interactive animations for multiple platforms by exploring the Adobe Animate ecosystem
  • Get acquainted with the key features and enhancements in the latest Adobe Animate release such as depth, layering, and object warping
  • Take your Adobe Animate projects to the next level with creative workflows using diverse animation techniques

Description

Adobe Animate is a platform-agnostic asset creation application that enables you to create motion design and vector animations while facilitating interactivity across other Adobe software such as After Effects, Photoshop, and Illustrator. This book comes packed with explanations of essential concepts and step-by-step walk-throughs of practical examples, guiding you in using Animate to create immersive experiences and breaking the walls of creative limitations. In this third edition, you’ll begin by getting up to speed with the features of Adobe Animate. You'll learn how to set up Animate as a creative platform and explore the enhancements introduced in its most recent versions. The book will show you how to consume and produce media assets for different platforms through the publish and export workflows. You'll explore advanced rigging workflows and discover how to create more dynamic animations with complex depth and movement techniques. As the book demonstrates different ways of channeling your creativity through Animate, you'll be able to build projects such as games, virtual reality experiences, generative art, and apps for various platforms. Finally, this graphic design book covers the different methods used to extend the software to meet various user requirements. By the end of this book, you'll be able to produce a variety of media assets, motion graphic designs, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.

Who is this book for?

This book is for web, graphic, and motion design professionals with basic experience in animation who want to take their existing skills to the next level. A clear understanding of fundamental animation concepts will help you to get the most out of this book and produce impressive results.

What you will learn

  • Gain an understanding of Adobe Animate foundations and new features
  • Understand how to publish and export rich media content to various platforms
  • Find out how to use advanced layering and rigging techniques to create engaging motion content
  • Explore how to create dynamic motions using variable layer depth techniques
  • Develop web-based games, generative art, virtual reality experiences, and multiplatform mobile applications
  • Make the most of Animate with extensions, application-level scripting, and the creation of custom-integrated tutorials

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Table of Contents

18 Chapters
Part 1: Getting Up to Speed Chevron down icon Chevron up icon
Chapter 1: Exploring Adobe Animate Chevron down icon Chevron up icon
Chapter 2: Creating and Animating Shapes Chevron down icon Chevron up icon
Chapter 3: Animating with Symbols, Classic Tweens, and Motion Tweens Chevron down icon Chevron up icon
Part 2: Animating with Diverse Techniques Chevron down icon Chevron up icon
Chapter 4: Enhancing Animations Using Advanced Layers Mode Chevron down icon Chevron up icon
Chapter 5: Setting Up Characters Using Layer Parenting Chevron down icon Chevron up icon
Chapter 6: Physical Motion with Inverse Kinematics Chevron down icon Chevron up icon
Chapter 7: Creating and Manipulating Warped Objects Chevron down icon Chevron up icon
Chapter 8: Modern Rigging Techniques Chevron down icon Chevron up icon
Part 3: Exploring Additional Capabilities Chevron down icon Chevron up icon
Chapter 9: Making Interactive Art with Creative Coding Techniques Chevron down icon Chevron up icon
Chapter 10: Developing Web-Based Games Chevron down icon Chevron up icon
Chapter 11: Producing Virtual Reality Content Chevron down icon Chevron up icon
Chapter 12: Building Apps for Desktop and Mobile Chevron down icon Chevron up icon
Chapter 13: Extending Adobe Animate Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

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SG Mar 21, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
With this book, Joseph Labrecque uses fresh, original content to make what could be a very daunting program approachable. Adobe Animate is extremely powerful, and like most powerful software, it's usage goes from straightforward easy-to-use functions to deep, coding-dependent abilities. In this book, the author manages to make that whole range accessible and instills comfort in the learner, using a project-based format. What I especially like about his approach to "project-based" lessons is that he frequently includes actual background as to why certain choices are being made, thereby engaging the learner and not causing them to simply make robotic choices. Most of that explanation is at the beginning of the lesson, and is reiterated in a review at the end of the lesson. I'd love to see even a bit more of that, during the steps, as well - but this really does a much better job of it than many software instruction books. I especially enjoyed that the author took time to address the storied history of Animate, so students can know where it started (those who worked in Flash will find comfort in this), and have a great idea of the vastness of the output capabilities of this software.The lesson files are very helpful, providing starter files and examples of the end product, so learners can know where the project is aiming. I'd love to see the addition of some intermediate files (as I wish in all project-based books), so that students can move forward in a project, and then go back to some place they haven't yet grasped in their learning. But, the included files in this book do provide multiple ways to view the end product - which helps a lot.I very much appreciate the organization of the book. The Table of Contents and Index (and lesson sections) really help lead the user to know where to find the content they need, and an overview lets them know where they're headed. I'd love to see a glossary of terms, though - so beginners can have a reference to some of the technical terms that they may not grasp while reading the book's contents (eg: "keyframe"). However, in reading each lesson, that content is made clear. These lessons go into great depth. Anyone learning Animate, or using it to create their own projects, will find content that will help them, at all levels of need.
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Jess Feb 14, 2023
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I'm very comfortable in a lot Adobe programs as a Graphic Designer. But in terms of Video/Animation/Motion, I'm still more on the beginner side of things. I was looking to expand my knowledge and confidence within Adobe Animate. AND THIS BOOK HELPED!!I found following along to be easy, even with my limited familiarity in Animate. The chapters and sections are broken down logically and sensibly, tutorials are easy to follow, the actual history of Animate was fascinating and the index is BEAUTIFUL (Yeah weird I know but I always appreciate an organized index at hand when learning something new)!Admittedly Part 3 (focusing on things like Adobe AIR, Web based games and VR) is a bit beyond my current skillset, but would be perfect for more advanced users than I, so don't pass this book up if you're a pro, you'll still learn something new!Overall, highly recommend Mastering Adobe Animate (and after reading this one, any book by Joseph Labrecque) whether you're just starting out, looking to improve or really want to up your Animate skills! Happy Learning!
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Matt Dombrowski Mar 10, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Mastering Animate is a great resource. This book is perfect to get a foundational understanding of the software to allow you to take your creativity to the next level. Joseph’s delivery is clear and up to date with industry methodology. A great book for all learners!
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Renaldo Apr 03, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I have learned so much from this book. Knowing Joseph, I know hard hard he has worked to create this masterpiece. Simply brilliant and well done. Thank you so much for assisting me in learning Adobe Animate. 🙏🏾🙏🏾🙏🏾🙏🏾🙏🏾🙏🏾🙏🏾🙏🏾
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Claudir Feb 15, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I highly recommend Joseph Labrecque's 2023 edition of Mastering Adobe Animate to anyone who wants to learn and explore the world of Adobe Animate. The author provides a comprehensive guide to the software, with practical exercises that cover everything from basic 2D animation principles, Virtual Reality use and also to create runtime applications for Windows and MacOS platforms. Labrecque's book is very user-friendly and easy to follow, and each chapter concludes with a summary to aid readers in their research.His professional guidance and expertise in the field make this book a must-have for anyone interested in animation and web game programming.
Amazon Verified review Amazon
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  • You can get the information you need immediately
  • You can easily take them with you on a laptop
  • You can download them an unlimited number of times
  • You can print them out
  • They are copy-paste enabled
  • They are searchable
  • There is no password protection
  • They are lower price than print
  • They save resources and space
What is an eBook? Chevron down icon Chevron up icon

Packt eBooks are a complete electronic version of the print edition, available in PDF and ePub formats. Every piece of content down to the page numbering is the same. Because we save the costs of printing and shipping the book to you, we are able to offer eBooks at a lower cost than print editions.

When you have purchased an eBook, simply login to your account and click on the link in Your Download Area. We recommend you saving the file to your hard drive before opening it.

For optimal viewing of our eBooks, we recommend you download and install the free Adobe Reader version 9.