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  • Book Overview & Buying Adobe Animate 2022 for Creative Professionals
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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

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.

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