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This book will enable creatives and developers working with Adobe Animate to put their knowledge to work with the help of practical examples and professional techniques. The book provides a detailed overview of new and little-known advanced features that target multiple platforms.
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Table of Contents
- Cover
- Title Page
- Copyright and Credits
- About Packt
- Foreword
- Contributors
- Table of Contents
- Preface
- Section 1: Getting Up-To-Speed
- Chapter 1: A Brief Introduction to Adobe Animate
- Technical Requirements
- Understanding Adobe Animate
- A Bit of History
- Familiar uses of Adobe Animate
- Exploring New Features of Animate
- Assets Panel
- Social Share and Quick Publish
- Timeline and Symbol Enhancements
- Advanced Rigging
- Auto KeyFrame
- Hands-on Tutorial Creator
- Selective Texture Publishing
- New Canvas Blend Modes
- Stream Audio Sync in Canvas
- Enhanced Video Export
- Keeping Up to Date with Animate Releases
- Adobe Creative Cloud Desktop
- Adobe Blog
- Adobe MAX
- Summary
- Chapter 2: Exploring Platform-Specific Considerations
- Technical Requirements
- Exploring Animate Document Types
- Flash Platform Runtimes
- Branching Out to the Native Web
- Open to Custom Platforms
- Understanding ActionScript 3.0 Documents
- Adobe Flash Player
- The SWF file format
- The ActionScript Language
- Understanding HTML5 Canvas Documents
- HTML and JavaScript
- The Canvas Element
- The CreateJS Libraries
- Exploring the Adobe Integrated Runtime
- Adobe AIR
- Adobe AIR and ActionScript 3.0
- Adobe AIR and HARMAN
- AIR for Desktop
- AIR for iOS
- AIR for Android
- Experimenting with Animate Beta Platforms
- WebGL glTF – Standard and Extended
- VR Panorama and VR 360
- Summary
- Chapter 3: Settling into the User Interface
- Technical Requirements
- Exploring the Animate Interface
- Important User Interface Elements
- Choosing Your Start Settings
- Changing your start settings
- Managing Workspaces and Panels
- Using the Default Workspaces
- Customizing the Workspace
- Saving a Custom Workspace
- Managing Workspaces
- Customizing the Tools and Timeline panels
- Customizing the Tools Panel
- Exploring the Timeline Tools
- Customizing the Timeline
- Managing Animate Preferences
- Customizing preferences
- Keyboard Shortcuts
- Managing Your Preferences
- Summary
- Chapter 4: Publishing and Exporting Creative Content
- Technical Requirements
- Publishing versus Exporting
- Publishing your Projects
- Exporting your Content
- Publish Settings Differences between Document Types
- Publishing ActionScript 3.0 Documents
- Publishing HTML5 Canvas Documents
- Publishing AIR Document Types
- Publishing Beta Document Types
- Options for Exporting your Content
- Exporting Video Files
- Exporting Animated GIFs
- Exporting Image File sequences
- Export Options from the Library Panel
- Sharing Content as Animate Asset Packages
- Summary
- Section 2: Animating with Diverse Techniques
- Chapter 5: Creating and Manipulating Media Content
- Technical Requirements
- Working with Shapes
- Understanding the Shape Tools
- Animating with Shape Tweens
- Exploring Shape Tween Properties
- Manipulating Shape Properties across Tweens
- Working with Symbols
- Creating symbols
- Exploring Symbol Types
- Animating with Classic Tweens
- Using Classic Motion Guides
- Exploring Classic Tween Properties
- Summary
- Chapter 6: Interactive Motion Graphics for
the Web
- Technical Requirements
- Designing a Document for the Native Web
- Creating a New Document for Digital Advertising
- Importing External Content
- Creating Text Objects
- Animating with Motion Tweens
- Building Symbols for use in Motion Tweens
- Including Additional Library Items
- Adjusting the Timeline
- Animating with Motion Guides
- Exploring Motion Tween properties
- Adding Interactivity with JavaScript
- Writing code with the Actions panel
- Summary
- Chapter 7: Character Design through Layer Parenting
- Technical Requirements
- Working with Advanced Layers mode
- Assessing Layer Mode Benefits and Gotchas
- Switching between Layer Modes
- Animating a Character with Layer Parenting
- Preparing assets for Layer Parenting
- Establishing a Layer Hierarchy
- Animating using Layer Parenting
- Exploring Additional Character Animation Features
- Making Use of Graphic Symbols
- Importing Audio for Stream Sync
- Configuring our Graphic Symbol Frames
- Assigning Visemes and Automating Lip Syncing
- Summary
- Chapter 8: Animating Poses with IK Armatures
- Technical Requirements
- Building an Armature using Inverse Kinematics
- Understanding Inverse Kinematics versus Forward Kinematics
- Using the Bone Tool to Rig Symbol Instances
- Refining the Rig Properties
- Using the Bone Tool to Rig Shapes
- Animating an IK Armature
- Creating Additional Poses
- Managing Armature Poses
- Sharing a Completed IK Rig
- Saving a Rig for Reuse
- Importing a Rig within the Assets Panel
- Summary
- Chapter 9: Working with the Camera and Layer Depth
- Technical Requirements
- Understanding the Camera
- Examining the Starter Project
- Activating and Manipulating the Camera
- Understanding and Manipulating the Layer Depth
- Activating the Layer Depth Panel
- Modifying the Layer Depth
- Animating the Camera
- Setting Camera Keyframes
- Adding Motion and Easing to the Camera
- Applying Layer Effects and Filters
- Adding Effects to the Camera
- Adding Filters to a Layer
- Summary
- Section 3: Exploring Additional Platforms
- Chapter 10: Developing
Web-Based Games
- Technical Requirements
- Understanding the Game Concept
- Starter Document Overview
- Exploring the Timeline and Stage
- Exploring the Project Library
- Preparing the Game Timeline, Stage, and Library
- Labeling the Timeline
- Creating Dynamic Text and Clickable Overlays
- Adding Linkage IDs within the Library
- Programming the Game with JavaScript
- Creating Global Variables
- Programming the Start Screen
- Programming player actions
- Programming Enemy Behavior
- Programming the Game Loop
- Programming the End Screen
- Summary
- Chapter 11: Producing Virtual Reality Content for WebGL
- Technical Requirements
- Overview of Virtual Reality Documents
- Managing Scenes for Virtual Reality
- Capturing Photographs for Virtual Reality
- Adding Textures to Virtual Reality Scenes
- Adding Additional Content
- Importing Transparent 3D Renders
- Animating with the Asset Warp Tool
- Animating Warped Objects
- Writing Code for Virtual Reality Interactions
- Moving from Scene to Scene
- Interacting with Animated Objects
- Refining Perspective within the VR View Panel
- Summary
- Chapter 12: Building Apps for Desktop and Mobile
- Technical Requirements
- Working with the Adobe Integrated Runtime
- Installing an AIR SDK in Animate
- Configuring an AIR for Desktop Project
- Testing your AIR Project
- Building a User Interface
- Working with Button Symbols
- Using Components within an AIR Project
- Exploring Advanced Movie Clip Symbol Settings
- Programming an AIR Application
- Establishing a Document Class
- Writing ActionScript Code
- Converting an AIR Application for Mobile Devices
- Summary
- Chapter 13: Extending Adobe Animate
- Technical Requirements
- Creating Custom In-App Tutorials
- Writing JSFL Scripts
- Understanding the Animate Custom Platform SDK
- Summary
- Other Books You May Enjoy
- Index
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