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Adobe Animate 2022 for Creative Professionals

Adobe Animate 2022 for Creative Professionals

By : Joseph Labrecque
4.8 (8)
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Adobe Animate 2022 for Creative Professionals

Adobe Animate 2022 for Creative Professionals

4.8 (8)
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)
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1
Section 1 – Getting up to Speed
6
Section 2 – Animating with Diverse Techniques
13
Section 3 – Exploring Additional Platforms

Preparing the Game Timeline, Stage, and Library

As we've seen, a lot of asset gathering and preparation has gone into our game already. The concepts that are involved in preparing these assets are tasks you are already familiar with after reading the previous chapters, and the pre-arranged content serves as a jump-start and foundation for actually building the game.

So, what else needs to be done? Elements such as layers to hold identifying labels and code must be created. Space for user interface elements such as dynamic text to relay information to the user during play should be included as well. Finally, clickable elements to start the game from the Start Screen area or restart it from the End Screen area should be added. Additionally, we need to make the various items within our library addressable through code.

We will accomplish all of this as we work through this section!

Labeling the Timeline

When developing a game, we need to be able to switch between certain...

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