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Placing artwork into Animate

  1. Adobe Animate User Guide
  2. Introduction to Animate
    1. What's New in Animate
    2. Visual Glossary
    3. Animate system requirements
    4. Animate keyboard shortcuts
    5. Work with Multiple File Types in Animate
  3. Animation
    1. Animation basics in Animate
    2. How to use frames and keyframes in Animate
    3. Frame-by-frame animation in Animate
    4. How to work with classic tween animation in Animate
    5. Brush Tool
    6. Motion Guide
    7. Motion tween and ActionScript 3.0
    8. About Motion Tween Animation
    9. Motion tween animations
    10. Creating a Motion tween animation
    11. Using property keyframes
    12. Animate position with a tween
    13. How to edit motion tweens using Motion Editor
    14. Editing the motion path of a tween animation
    15. Manipulating motion tweens
    16. Adding custom eases
    17. Creating and applying Motion presets
    18. Setting up animation tween spans
    19. Working with Motion tweens saved as XML files
    20. Motion tweens vs Classic tweens
    21. Shape tweening
    22. Using Bone tool animation in Animate
    23. Work with character rigging in Animate
    24. How to use mask layers in Adobe Animate
    25. How to work with scenes in Animate
  4. Interactivity
    1. How to create buttons with Animate
    2. Convert Animate projects to other document type formats
    3. Create and publish HTML5 Canvas documents in Animate
    4. Add interactivity with code snippets in Animate
    5. Creating custom HTML5 Components
    6. Using Components in HTML5 Canvas
    7. Creating custom Components: Examples
    8. Code Snippets for custom Components
    9. Best practices - Advertising with Animate
    10. Virtual Reality authoring and publishing
  5. Workspace and workflow
    1. Creating and managing Paint brushes
    2. Using Google fonts in HTML5 Canvas documents
    3. Using Creative Cloud Libraries and Adobe Animate
    4. Use the Stage and Tools panel for Animate
    5. Animate workflow and workspace
    6. Using web fonts in HTML5 Canvas documents
    7. Timelines and ActionScript
    8. Working with multiple timelines
    9. Set preferences
    10. Using Animate authoring panels
    11. Create timeline layers with Animate
    12. Export animations for mobile apps and game engines
    13. Moving and copying objects
    14. Templates
    15. Find and Replace in Animate
    16. Undo, redo, and the History panel
    17. Keyboard shortcuts
    18. How to use the timeline in Animate
    19. Creating HTML extensions
    20. Optimization options for Images and Animated GIFs
    21. Export settings for Images and GIFs
    22. Assets Panel in Animate
  6. Multimedia and Video
    1. Transforming and combining graphic objects in Animate
    2. Creating and working with symbol instances in Animate
    3. Image Trace
    4. How to use sound in Adobe Animate
    5. Exporting SVG files
    6. Create video files for use in Animate
    7. How to add a video in Animate
    8. Draw and create objects with Animate
    9. Reshape lines and shapes
    10. Strokes, fills, and gradients with Animate CC
    11. Working with Adobe Premiere Pro and After Effects
    12. Color Panels in Animate CC
    13. Opening Flash CS6 files with Animate
    14. Work with classic text in Animate
    15. Placing artwork into Animate
    16. Imported bitmaps in Animate
    17. 3D graphics
    18. Working with symbols in Animate
    19. Draw lines & shapes with Adobe Animate
    20. Work with the libraries in Animate
    21. Exporting Sounds
    22. Selecting objects in Animate CC
    23. Working with Illustrator AI files in Animate
    24. Applying blend modes
    25. Arranging objects
    26. Automating tasks with the Commands menu
    27. Multilanguage text
    28. Using camera in Animate
    29. Graphic filters
    30. Sound and ActionScript
    31. Drawing preferences
    32. Drawing with the Pen tool
  7. Platforms
    1. Convert Animate projects to other document type formats
    2. Custom Platform Support
    3. Create and publish HTML5 Canvas documents in Animate
    4. Creating and publishing a WebGL document
    5. How to package applications for AIR for iOS
    6. Publishing AIR for Android applications
    7. Publishing for Adobe AIR for desktop
    8. ActionScript publish settings
    9. Best practices - Organizing ActionScript in an application
    10. How to use ActionScript with Animate
    11. Accessibility in the Animate workspace
    12. Writing and managing scripts
    13. Enabling Support for Custom Platforms
    14. Custom Platform Support Overview
    15. Working with Custom Platform Support Plug-in
    16. Debugging ActionScript 3.0
    17. Enabling Support for Custom Platforms
  8. Exporting and Publishing
    1. How to export files from Animate CC
    2. OAM publishing
    3. Exporting SVG files
    4. Export graphics and videos with Animate
    5. Publishing AS3 documents
    6. Export animations for mobile apps and game engines
    7. Exporting Sounds
    8. Best practices - Tips for creating content for mobile devices
    9. Best practices - Video conventions
    10. Best practices - SWF application authoring guidelines
    11. Best practices - Structuring FLA files
    12. Best Practices to optimize FLA files for Animate
    13. ActionScript publish settings
    14. Specify publish settings for Animate
    15. Exporting projector files
    16. Export Images and Animated GIFs
    17. HTML publishing templates
    18. Working with Adobe Premiere Pro and After Effects
    19. Quick share and publish your animations
  9. Troubleshooting
    1. Fixed issues
    2. Known issues


About importing artwork into Animate

Adobe Animate can use artwork created in other applications. You can import vector graphics and bitmaps in a variety of file formats. If you have QuickTime® 4 or later installed on your system, you can import additional vector or bitmap file formats. You can import Adobe® FreeHand® files (version MX and earlier) and Adobe® Fireworks® PNG files directly into Animate, preserving attributes from those formats.

Graphic files that you import into Animate must be at least 2 pixels x 2 pixels in size.

To load JPEG files into a Animate SWF file during runtime, use the loadMovie action or method. For detailed information, see loadMovie (MovieClip.loadMovie method) in ActionScript 2.0 Language Reference or Working with movie clips in the ActionScript 3.0 Developer’s Guide.

Animate imports vector graphics, bitmaps, and sequences of images as follows:

  • When you import Adobe® Illustrator® and Adobe® Photoshop® files into Animate, you can specify import options that let you preserve most of your artwork's visual data, and the ability to maintain the editability of certain visual attributes with the Animate authoring environment.

  • When you import vector images into Animate from FreeHand, select options for preserving FreeHand layers, pages, and text blocks.

  • When you import PNG images from Fireworks, import files as editable objects to modify in Animate, or as flattened files to edit and update in Fireworks.

  • Select options for preserving images, text, and guides.

     If you import a PNG file from Fireworks by cutting and pasting, the file is converted to a bitmap.

  • Vector images from SWF and Windows® Metafile Format (WMF) files that you import directly into a Animate document (instead of into a library) are imported as a group in the current layer.

  • Bitmaps (scanned photographs, BMP files) that you import directly into a Animate document are imported as single objects in the current layer. Animate preserves the transparency settings of imported bitmaps. Because importing a bitmap can increase the file size of a SWF file, consider compressing imported bitmaps.

     Bitmap transparency might not be preserved when bitmaps are imported by dragging and dropping from an application or desktop to Animate. To preserve transparency, use the File > Import To Stage or Import To Library command for importing.

  • Any sequence of images (for example, a PICT or BMP sequence) that you import directly into a Animate document is imported as successive keyframes of the current layer.

Supported file formats for import

 For a complete list of every file format supported by Animate for import, export, or edit, see the Supported File Formats TechNote.

Graphics formats

You can import the following vector or bitmap file formats into Animate 8 or later:

File type




Adobe Illustrator (version 10 or earlier)


Adobe Photoshop





GIF and animated GIF






Flash Player 6/7


Scalable Vector Graphics


Sound formats

Animate can import the following audio formats:

File type




Adobe Soundbooth





Audio Interchange File Format





Sound Designer II



Sun AU


System 7 sounds



Video formats

Animate can import the following video formats:

File type




Video for Adobe Animate

.flv, .f4v

Video for Windows



.mpg, .m1v, .m2p, .m2t, .m2ts, .mts, .tod, .mpe, .mpeg


.mp4, .m4v, .avc

Digital Video

.dv, .dvi

3GPP/3GPP2 for Mobile Devices

.3gp, .3gpp, .3gp2, .3gpp2, .3p2

Import artwork in Animate

Animate lets you import artwork in various file formats either directly to the Stage, or to the library.

Import a file into Animate

  1. Do one of the following:
    • To import a file directly into the current Animate document, select File > Import > Import To Stage.

    • To import a file into the library for the current Animate document, select File > Import > Import To Library. (To use a library item in a document, drag it onto the Stage. )

  2. Select a file format from the Files Of Type (Windows) or Show (Macintosh) pop-up menu.
  3. Navigate to the desired file and select it. If an imported file has multiple layers, Animate might create new layers (depending on the import file type). Any new layers appear in the Timeline.

  4. Click Open.
  5. If the name of the file you are importing ends with a number and additional sequentially numbered files are in the same folder, do one of the following:

    Note: (Windows 8 only) If a PSD file containing text is imported with the Vector Outline option selected, you cannot edit the anchor points for the vector object. This is observed with PSD files that were created using fonts unavailable in Windows 8.

    • To import all the sequential files, click Yes.

    • To import only the specified file, click No.

      The following are examples of filenames that can be used as a sequence:

      Frame001.gif, Frame002.gif, Frame003.gif

      Bird 1, Bird 2, Bird 3

      Walk-001.ai, Walk-002.ai, Walk-003.ai

Paste a bitmap from another application directly into the current Animate document

  1. Copy the image in the other application.
  2. In Animate, select Edit > Paste In Center.

Importing FXG files

The FXG format allows Animate to exchange graphics with other Adobe applications such as Adobe Illustrator, Fireworks, and Photoshop with all of the complex graphic information preserved. Animate allows you to import FXG files (2.0 version only) as well as save selections of objects on the Stage or the entire Stage in FXG format.

  • To import an FXG file, choose File > Import > Import to Stage or Import to Library and select the FXG file you want to open.

About AutoCAD DXF files

Animate supports the AutoCAD® DXF format in AutoCAD 10.

DXF files do not support the standard system fonts. Animate tries to map fonts appropriately, but the results can be unpredictable, particularly for text alignment.

Because the DXF format does not support solid fills, filled areas are exported as outlines only. For this reason, the DXF format is most appropriate for line drawings, such as floor plans and maps.

You can import two-dimensional DXF files into Animate. Animate does not support three-dimensional DXF files.

Although Animate doesn’t support scaling in a DXF file, all imported DXF files produce 12-inch x 12-inch files that you can scale using Modify > Transform > Scale. Also, Animate supports only ASCII DXF files. If your DXF files are binary, convert them to ASCII before importing them into Animate.

Loading artwork with ActionScript

With ActionScript, you can load external image files or assets from the Library at runtime.


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