Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By : Joseph Labrecque
Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By: Joseph Labrecque

Overview of this book

Adobe Animate is platform-agnostic asset creation, motion design, animation, and interactivity software. Complete with explanations of essential concepts and step-by-step walkthroughs of practical examples, this book will guide you in using Adobe Animate to create immersive experiences by breaking through creative limitations across every medium. We begin by getting up to speed with all that you need to know about Adobe Animate. You'll learn how to get started with Animate as a creative platform and explore the features introduced in its most recent versions. The book will show you how to consume and produce media assets for multiple platforms through both the publish and export workflows. Following this, you’ll explore advanced rigging techniques and discover how to create more dynamic animation with advanced depth and movement techniques. You’ll also find out how to build projects such as games, virtual reality experiences, and apps for various platforms as the book demonstrates different ways to use Animate. Finally, it covers the different methods used to extend the software for various needs. By the end of this Adobe Animate book, you'll be able to produce a variety of media assets, motion graphic design materials, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.
Table of Contents (19 chapters)
1
Section 1 – Getting up to Speed
6
Section 2 – Animating with Diverse Techniques
13
Section 3 – Exploring Additional Platforms

Summary

We covered a lot in this chapter! Beginning with an introduction to the various drawing tools in Animate, we quickly moved on and applied motion to our content using Shape Tweens and explored many of the properties associated with this tween type. We then saw how to create symbols from our content and explored the different symbol types that are available to us. Following this, we looked at how to create instances of our symbols and add motion to them using Classic Tweens. Finally, we dove into using a Classic Motion Guide and the variety of properties available to us through Classic Tween properties.

In the next chapter, we will expand on what we've learned here and make use of a third type of tween, the motion tween, as we build interactive motion graphics specifically for the web.