Adobe Animate CC, a new era for Flash Professional

Started by: guramecon | Replies: 14 | Views: 2,076

guramecon
2

Posts: 225
Joined: Aug 2015
Rep: 10

View Profile
Dec 3, 2015 7:59 AM #1420354
For nearly two decades, Flash Professional has been the standard for producing rich animations on the web. Because of the emergence of HTML5 and demand for animations that leverage web standards, we completely rewrote the tool over the past few years to incorporate native HTML5 Canvas and WebGL support. To more accurately represent its position as the premier animation tool for the web and beyond, Flash Professional will be renamed Adobe Animate CC, starting with the next release in early 2016.

Today, over a third of all content created in Flash Professional uses HTML5, reaching over one billion devices worldwide. It has also been recognized as an HTML5 ad solution that complies with the latest Interactive Advertising Bureau (IAB) standards, and is widely used in the cartoon industry by powerhouse studios like Nickelodeon and Titmouse Inc.

Animate CC will continue supporting Flash (SWF) and AIR formats as first-class citizens. In addition, it can output animations to virtually any format (including SVG), through its extensible architecture.

There’s much more than just a name change however. Our team is hard at work on a major update with significant new features to create animations for any platform. Here’s a sneak peek by Michael Chaize, Principal Creative Cloud Evangelist:



Here’s what you can expect in Animate CC:

Drawing, illustration and authoring

  • Vector art brushes – Modify the path of a stroke after it’s been drawn, and scale them to any resolution without losing quality. You can also make custom brushes and import brushes created with Adobe Capture CC.
  • 360° rotatable canvas – Rotate the canvas on any pivot point as you draw to get the perfect angle and strokes. You can even use this feature with a Wacom Cintiq!
  • Improved pencils and brushes – Draw smooth, precise vector outlines along a curve and get faster live previews.
  • Easier audio syncing – Control audio looping directly on the timeline, without having to code.
  • Faster color changing – Naming tagged colors lets you change one color and have it automatically update your entire project.
  • Colored onion skinning – Easily orchestrate complex animations now that adjacent frames can have different color and alpha values.

CreativeSync integration

  • Adobe Stock – Browse and license millions of high-quality photos, illustrations and vector graphics directly in Animate CC. You can even add life to static content by adding animations to them.
  • Creative Cloud Libraries – Access colors, vector graphics and brushes directly as you work.

Output Capabilities

  • Multiplatform support: HTML5 Canvas, WebGL, Flash (SWF), AIR, video, and custom platforms (such as SVG) via extensions.
  • 4K+ video export – Export videos with custom resolutions for the latest Ultra HD and Hi-DPI displays.
  • Custom resolution export – Revitalize older content by resizing and optimizing them for any resolution, such as Ultra HD and Hi-DPI displays.
  • .OAM support – Export your project as an .OAM file for easy importing to Adobe Muse, InDesign, DPS and Dreamweaver.


Throughout the week, we will be giving a sneak peek of Adobe Animate on our Adobe live stream channel on Twitch, showing it both for animation and building games. You can find a complete schedule here.

The entire team is thrilled about our upcoming release, and more importantly, beginning a new era with Animate CC. As we approach the 20th anniversary of Flash Professional, we invite animators and interactive designers around the world to join us for decades to come.

Notes (Click to Show)


source : http://blogs.adobe.com/flashpro/welcome-adobe-animate-cc-a-new-era-for-flash-professional/

[/HR]

So guys, are you excited with this one?
Zero
2

Posts: 4,727
Joined: Aug 2009
Rep: 10

View Profile
Dec 3, 2015 8:38 AM #1420374
So far, the only things I find useful here are the different brush strokes(Finally) and its additional file format exports. Other than that, it's not worth it.

Yeah, the other tools are neat but they are in no means required to make animation. Like, you can use them, but you won't be using them a lot which pretty much just renders them useless in most cases(Just like the skeleton tool(?) in Flash CS5). This may be a bit biased though as I'm just into drawing the models rather than copy pasting them. This may work out for other animators out there but for me, I'll pass.
poppetje3D
2

Posts: 3,408
Joined: Jun 2008
Rep: 10

View Profile
Dec 3, 2015 8:51 AM #1420379
But will it freeze and crash?!
guramecon
2

Posts: 225
Joined: Aug 2015
Rep: 10

View Profile
Dec 3, 2015 8:55 AM #1420381
Quote from poppetje3D
But will it freeze and crash?!


this isn't Macromedia Flash anymore lol
Arch-Angel
2

Posts: 9,496
Joined: Jan 2007
Rep: 10

View Profile
Dec 3, 2015 12:01 PM #1420440
Quote from Zero
So far, the only things I find useful here are the different brush strokes(Finally) and its additional file format exports. Other than that, it's not worth it.

Yeah, the other tools are neat but they are in no means required to make animation. Like, you can use them, but you won't be using them a lot which pretty much just renders them useless in most cases(Just like the skeleton tool(?) in Flash CS5). This may be a bit biased though as I'm just into drawing the models rather than copy pasting them. This may work out for other animators out there but for me, I'll pass.


Its just replacing flash because a lot of people are trying to move away from using flash player so this is adobes fix for that. I get to test drive it in January since I pay for flash right now, but I honestly don't think it's going to be very different.
Phaxtolgia
2

Posts: 716
Joined: Apr 2013
Rep: 10

View Profile
Dec 3, 2015 4:08 PM #1420541
Honestly it doesn't look like they added anything TOO major for Adobe Animate. :L
Jeff
Administrator
1

Posts: 4,356
Joined: Dec 2007
Rep: 10

View Profile
Dec 3, 2015 5:36 PM #1420573
Just gonna quote what I said about this over on Dojo

The name Flash has become tainted since most non-savvy people think of Flash Player when you mention Flash, which has been under fire for ages. I think it's a smart business decision to distance themselves from that. They're also finally treating it as an animation program instead of an IDE for game developers, which means animators who are used to the Flash workflow (IE most of Dojo) benefit from this. This is good because it means Adobe recognizes the changing landscape and is repurposing Flash into something more useful for the remaining users, as programmers have largely moved on since Flash Player is a dying platform. The name change is a perfect and simple way to make it clear who they're targeting.

Also custom vector brushes are not as complex as you'd think ;) but at least Adobe is finally implementing them. Hopefully they remove the programming side completely and make it more stable.


Also I don't really agree with what Zero is saying. I do agree that not everyone has a need for these tools, but the rotating canvas, colored onion skin, and tagged coloring are still incredibly useful convenience tools for proper animators. It seems like an injustice to ignore them while calling the unreleased program "not worth it". For long-time Flash animators these additions are the first actually useful tools to be directed at them in years. Personally I think it's a good idea for animators to at least give it a shot when it comes out - provided the program doesn't have any other issues that come to light - since I think most people will discover how useful those features are. The biggest worry for me is that Animate will continue to have awful stability issues, in that instance I'd be right there with you about it being not worth it. Adobe has terrible support and often ignores the most glaring problems with their software.
guramecon
2

Posts: 225
Joined: Aug 2015
Rep: 10

View Profile
Dec 4, 2015 9:31 PM #1420813
Quote from Superterry
Honestly it doesn't look like they added anything TOO major for Adobe Animate. :L


If you talking about comparison between Flash CC and Animate CC, I'm not really agree with that.
They adding many compabilities to other Adobe softwares and improving the Drawing, illustration and authoring feature.
Especially this HTML5 Canvas

Also i agree with Jeff that
Quote from Jeff
The biggest worry for me is that Animate will continue to have awful stability issues, in that instance I'd be right there with you about it being not worth it. Adobe has terrible support and often ignores the most glaring problems with their software.
Externus
2

Posts: 673
Joined: Feb 2013
Rep: 10

View Profile
Dec 4, 2015 10:37 PM #1420821
I just want more stability and more flexibility for more serious animations. Flash doesn't handle big projects besides small cartoony things that are rarely longer than like 5 minutes.
Jeff
Administrator
1

Posts: 4,356
Joined: Dec 2007
Rep: 10

View Profile
Dec 4, 2015 11:31 PM #1420831
Care to elaborate? I'm not sure how you came to that conclusion given there are entire professional animation studios that do all of their work in Flash yet somehow manage to produce a season's worth of 20 minute episodes for a cartoon.
Zero
2

Posts: 4,727
Joined: Aug 2009
Rep: 10

View Profile
Dec 4, 2015 11:44 PM #1420836
Quote from Jeff
Just gonna quote what I said about this over on Dojo



Also I don't really agree with what Zero is saying. I do agree that not everyone has a need for these tools, but the rotating canvas, colored onion skin, and tagged coloring are still incredibly useful convenience tools for proper animators. It seems like an injustice to ignore them while calling the unreleased program "not worth it". For long-time Flash animators these additions are the first actually useful tools to be directed at them in years. Personally I think it's a good idea for animators to at least give it a shot when it comes out - provided the program doesn't have any other issues that come to light - since I think most people will discover how useful those features are. The biggest worry for me is that Animate will continue to have awful stability issues, in that instance I'd be right there with you about it being not worth it. Adobe has terrible support and often ignores the most glaring problems with their software.

I solely based my answers on the preview. It's my fault I didn't do research but let me reword what I said. In the preview, so far I don't find it worth it..

I hope that cleared it out. .
Externus
2

Posts: 673
Joined: Feb 2013
Rep: 10

View Profile
Dec 8, 2015 6:02 AM #1421690
Quote from Jeff
Care to elaborate? I'm not sure how you came to that conclusion given there are entire professional animation studios that do all of their work in Flash yet somehow manage to produce a season's worth of 20 minute episodes for a cartoon.


They usually are tween based and don't really have much in terms of core animation, layers, or material. You don't find a lot of big projects that focus on things with effects, with lighting, and the whole 10 yards done on Flash. I mean, look at Stone when he works on the games he does. Projected 30 minutes of animation for the project he's working on currently and he's reluctant to put a single filter, blend effect or something of that sort and is still in constant fear of the program crashing or the file becoming corrupt. He works in different flas and has to segments into movieclips to avoid overloading the file.

Take a Flash game like Sonny 2. I got the FLA a while back. The thing is practically unnavigatable or responsive. Sudden movements in Flash crash it instantly. I guess it's a problem for programs in general that can't allot enough memory. FL Studio can't really handle more than 10-12 GB's worth of memory. Flash has an even lower capacity. Never really checked how much, but, it's could use some work in my opinion.
GMR
2

Posts: 3,411
Joined: Aug 2012
Rep: 10

View Profile
Dec 8, 2015 6:13 AM #1421691
I like what they're doing, they're moving on from the "Flash" name which has gotten a bad rep. Good for them.


Quote from Externus

Take a Flash game like Sonny 2. I got the FLA a while back. The thing is practically unnavigatable or responsive. Sudden movements in Flash crash it instantly. I guess it's a problem for programs in general that can't allot enough memory. FL Studio can't really handle more than 10-12 GB's worth of memory. Flash has an even lower capacity. Never really checked how much, but, it's could use some work in my opinion.

Gotta agree with this. My own game's file (.fla) is pretty slow already, and it's not even that big compared to Unity's files, which are a billion times smoother to work with anyhow.
Jeff
Administrator
1

Posts: 4,356
Joined: Dec 2007
Rep: 10

View Profile
Dec 8, 2015 5:35 PM #1421759
Quote from Externus
They usually are tween based and don't really have much in terms of core animation, layers, or material. You don't find a lot of big projects that focus on things with effects, with lighting, and the whole 10 yards done on Flash. I mean, look at Stone when he works on the games he does. Projected 30 minutes of animation for the project he's working on currently and he's reluctant to put a single filter, blend effect or something of that sort and is still in constant fear of the program crashing or the file becoming corrupt. He works in different flas and has to segments into movieclips to avoid overloading the file.

Take a Flash game like Sonny 2. I got the FLA a while back. The thing is practically unnavigatable or responsive. Sudden movements in Flash crash it instantly. I guess it's a problem for programs in general that can't allot enough memory. FL Studio can't really handle more than 10-12 GB's worth of memory. Flash has an even lower capacity. Never really checked how much, but, it's could use some work in my opinion.


I disagree, and in this case I don't trust that you're sourcing your information so [citation needed] on longer projects having reduced complexity. I doubt you've actually had access to the source files for something like Metalocalypse (for example) in order to verify your claims. I am curious if you have real evidence to support your argument that Flash doesn't handle big projects because it sounds like you're taking circumstantial personal anecdotes and projecting them as everyone's Flash experience. When you actually look into who is using Flash outside of the narrow scope of this community you'll see it being used in all sorts of projects, so I cannot agree that Flash simply "doesn't handle big projects". There are a few notable examples I can point to: Romeo & Juliet: Sealed with a Kiss is a film made in Flash. It is feature length and has 112,000 frames. The Drawn Together Movie is another example of a full movie in Flash. I wouldn't consider either of these to be reduced in complexity due to Flash limitations as you suggest. Another good example is the Japanese studio Science Saru who made Ping Pong The Animation with Flash. That's pretty much the wet dream of many animators I've seen pass through this community, and it clearly shows the kind of animation they're doing within Flash for an entire anime series.

I will easily agree that Flash CAN be unstable and buggy, that it needs a lot of work to be more reliable on all hardware, or even that later versions of Flash are more likely to crash, but there's more than enough evidence to show that it CAN handle projects of any size as long as the user understands how to use it properly and is running a setup that can handle it. Your examples are very anecdotal and I would argue that the issues you're referencing are a case of misuse or natural variable user experience due to hardware or other factors. Either way your statement "Flash doesn't handle big projects besides small cartoony things that are rarely longer than like 5 minutes" doesn't appear to be true given all these examples where Flash has done just that.
Alien
2

Posts: 1,710
Joined: Oct 2012
Rep: 10

View Profile
Dec 10, 2015 9:25 PM #1422294
dang externus, jeff jus rekt u

anyway, im crying theyre renaming it. rip flash