Book Image

Mastering Adobe Animate 2023 - Third Edition

By : Joseph Labrecque
Book Image

Mastering Adobe Animate 2023 - Third Edition

By: Joseph Labrecque

Overview of this book

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.
Table of Contents (19 chapters)
1
Part 1: Getting Up to Speed
5
Part 2: Animating with Diverse Techniques
11
Part 3: Exploring Additional Capabilities

Summary

We’ve accomplished so much in this chapter! We began by examining the starter document, which already had several assets in place on the stage and within the project library, all derived from the Assets panel. Then, we went through each screen and library item to organize our timeline with frame labels and to provide instance names and Linkage IDs where needed. The bulk of our time in this chapter was spent in the Actions panel, writing all the JavaScript code that controls the player character, enemy and projectiles, internal variables and references, and how all of these elements interact with one another to produce a full game experience for the web. Closing out, we looked at Publish Settings and adjusted some of the attributes for our published game content.

In the next chapter, we’ll explore a somewhat related web-based project in the form of virtual reality experiences using WebGL glTF document types.