Animate CC has deep roots as an animation program. Because of this fact, and its continued focus as an animation platform to this day, you have access to a robust Timeline within the program.
- [Narrator] Animate CC has deep roots…as an animation program.…Because of this fact and its continued focus…as an animation platform to this day,…we have access to a robust timeline within the program.…As mentioned before the timeline itself calculates time via…a setting of FPS or frames per second.…This is displayed above the timeline here…and we can see that it's 30 frames per second right now…but we can also see that and manipulate it…within the properties panel, 30 frames per second.…
Because we have this set to 30 frames per second…what that means is that at the 30 frame mark…that will also be the one second marker.…So one second of time equals 30 frames.…By default we only have one frame…when we create a new document.…And that exists on frame one.…Within the timeline we have the play head here,…which is this red marker and if we had more frames…we'd be able to scrub the play head back…and forth to preview our animation.…
However since we only have one frame…the play head is stuck or bound to that single frame.…
- Setting up your project and workspace
- Using the stage and the pasteboard
- Importing images, Illustrator files, and Photoshop files
- Working with text
- Editing images
- Managing your timeline layers
- Creating symbols
- Animating with tweens
- Animating the camera
- Adding interactions
- Publishing Animate projects
Skill Level Beginner
Adobe Animate CC for Web Designerswith Paul Trani1h 21m Beginner
Adobe Animate CC: Data-Driven Animationwith Joseph Labrecque1h 36m Intermediate
Adobe Animate CC: Interactive Animationwith Joseph Labrecque1h 44m Intermediate
Adobe Animate CC: HTML5 Canvas and WebGLwith Joseph Labrecque1h 36m Intermediate
1. Working with Animate CC
2. General Concepts in Animate CC
3. Importing Assets into Animate CC
4. Vector Creation Tools
5. Working with Text
6. Modifying Vectors and Bitmaps
7. Managing Timeline Layers
8. Working with the Library and Creating Symbols
9. Animating Symbol Instances and the Camera
10. Building Interactive Content
11. Finishing Up
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