Table of Contents for
Graphics and Multimedia for the Web with Adobe Creative Cloud: Navigating the Adobe Software Landscape

Version ebook / Retour

Cover image for bash Cookbook, 2nd Edition Graphics and Multimedia for the Web with Adobe Creative Cloud: Navigating the Adobe Software Landscape by Jennifer Harder Published by Apress, 2018
  1. Navigation
  2. Cover
  3. Front Matter
  4. Part I. Welcome to the Adobe Creative Cloud. Where Should You Begin?
  5. 1. Entering the Software Maze or Labyrinth
  6. Part II. Working with Photoshop to Create Web Graphics and Animations
  7. 2. Getting Started
  8. 3. Color Choices: CMYK, RGB, Grayscale, and Index
  9. 4. Saving or Exporting Your Files for the Web
  10. 5. Actions to Speed up File Conversion and Slicing Tools
  11. 6. Tools for Animation
  12. 7. Tools for Video
  13. 8. Other Miscellaneous Items in Photoshop That You Can Use for Web Design
  14. 9. Putting It into Practice with Photoshop CC
  15. Part III. Working with Illustrator to Create Web Graphics
  16. 10. Getting Started with Illustrator CC
  17. 11. Color Choices: CMYK, RGB, and Grayscale
  18. 12. Saving or Exporting Your Files for the Web
  19. 13. Actions to Speed up File Conversion and Slicing Tools
  20. 14. Tools for Animation and Video
  21. 15. Other Miscellaneous Items in Illustrator That You Can Use for Web Design
  22. 16. Putting It into Practice with Illustrator CC
  23. Part IV. Working with Animate to Create Animations, Movies, and HTML5 Canvas
  24. 17. Getting Started with Animate CC
  25. 18. Color Choices: RGB
  26. 19. Importing Your Artwork
  27. 20. Import Your Audio and Video
  28. 21. Working with the Timeline Panel
  29. 22. Exporting Your Files to the Web
  30. 23. Other Miscellaneous Items in Animate that You Can Use for Web Design
  31. 24. Putting It into Practice with Animate CC
  32. Part V. Working with Media Encoder to Create Audio and Video Files
  33. 25. Getting Started with Media Encoder
  34. 26. Working with Your RAW Video Files (AVI and MOV)
  35. 27. Working with Your RAW Video Files and Converting Them to Audio
  36. 28. Working with Your RAW Video Files and Converting Them to an Image Sequence
  37. 29. Putting It into Practice with Media Encoder CC
  38. Part VI. Working with Dreamweaver: Adding Images, Animations, and Multimedia to HTML5 Pages
  39. 30. Getting Started with Dreamweaver CC
  40. 31. Working with Images and Tags
  41. 32. Working with CSS
  42. 33. Working with Images for Mobile Web Design
  43. 34. What Is JavaScript?
  44. 35. Working with Bootstrap, Templates, Library Items, and the Assets Panel
  45. 36. Working with Video, Audio, and Animations
  46. 37. Additional Options to Apply Images in Dreamweaver
  47. 38. Final Testing, Getting Ready to Upload Your Site
  48. 39. Putting It into Practice with Dreamweaver CC
  49. Part VII. Further Dreamweaver Integration with Other Adobe Products for Websites
  50. 40. What Other Programs That Are Part of Adobe Creative Cloud Can I Use to Display My Graphics or Multimedia Online?
  51. Back Matter
© Jennifer Harder 2018
Jennifer HarderGraphics and Multimedia for the Web with Adobe Creative Cloudhttps://doi.org/10.1007/978-1-4842-3823-3_19

19. Importing Your Artwork

Jennifer Harder1 
(1)
Delta, BC, Canada
 

In this chapter, you look at how to import your graphics from Photoshop and Illustrator into Animate. You’ll also look at how to edit the graphics within Animate if the import of certain effects is not as successful as you hoped.

Note

This chapter does not have any actual projects; however, you can use the files in the Chapter 19 folder to practice opening and viewing for this lesson. They are at https://github.com/Apress/graphics-multimedia-web-adobe-creative-cloud .

As you saw in Chapter 18, a graphic could be imported into the Color panel via the Library panel. While it’s easy to draw most basic shapes in Animate, I find that to create professional-looking shapes and human bodies, it’s much easier to draw and organize them in Photoshop or Illustrator. For this reason, you may want to use these same objects for print or in other areas of your website; so keeping the originals in an (.ai) or (.psd) format is an innovative idea.

In the process of creating your objects, you may have added some effects to these objects that you want to visually retain after import, and in some cases, still be able to edit in Animate. Let’s look at how you can import these files, along with their effects, into Animate.

Importing Files to the Stage or Library Panels

From the menu, you can choose File ➤ Import ➤ Import to Stage, or File ➤ Import ➤ Import to Library. With either option, you can add the following graphic file formats: AI, SVG, PSD, JPEG, GIF, PNG, and bitmap. Refer to Figure 19-1.
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Figure 19-1

Possible file formats you can import into Animate CC. You may have additional options depending on what software is installed on your computer.

If you’re not familiar with these file formats, review them in Chapter 1.

Note

If you have QuickTime 4 or higher installed on your computer, you can also import TIFF files. More information on this is at https://helpx.adobe.com/animate/using/placing-artwork.html .

Import to Stage imports the artwork directly on the Canvas stage and the Library panel. Import to Library places the files into the Library panel only. If you don’t plan to use your images right away on the stage in the current key frames, then Import to Library is the option to choose.

Import an Image Sequence

With Import to Stage, if the images within your folder are in sequence—img_1.jpg, img_2.jpg, img_3.jpg, and so on, Animate recognizes this and asks if you want to import all images at the same time, as seen in Figure 19-2.
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Figure 19-2

An info alert will ask if you want to import all images in a sequence

If yes, the images are imported as separate keyframes in the Timeline panel, as seen in Figure 19-3. This saves you the time of importing each image separately if you have created a frame-by-frame portion in your animation. If not, then only the image you selected from the sequence will import.
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Figure 19-3

Add your image sequence to the timeline on a layer

Export Images from an External Library

Sometimes you may want to grab images from another FLA file’s library. You can do this using File ➤ Import ➤ Open External Library.

Note

With HTML5 Canvas, the Option to File ➤ Import ➤ Import Video is not available; only for ActionScript 3.0. While you can import WAV and MP3 audio via the Import to Stage or Import to Library, there is another way to add video to your HTML5 Canvas: the Components and Component parameters panels, which I discuss in Chapter 20.

Importing Illustrator and Photoshop Files with Their Elements or Effects Intact

Let’s take a short detour back to Photoshop CC and Illustrator CC to talk about what kinds of effects might be applied to objects or layers in these programs and how it relates to Animate.

Photoshop CC Blending Modes

If you have built a file in Photoshop CC with various layers, you might want to retain or keep certain blending modes that you have applied to your layers and shapes so that you don’t have to adjust them again in Animate. For this section, refer to the blending_effects_animate.psd file.

Photoshop offers 27 different blending modes that you can access when you select a layer, and choose the mode from the Layers panel’s drop-down menu, as seen in Figure 19-4. Some blending modes appear differently or not at all, depending on if the object is on a white, black, or colored area.
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Figure 19-4

Blend modes in Photoshop CC

Blend modes affect four areas.
  • Blend color: The color applied to the blend mode of the layer (normal, lighten, darken).

  • Opacity: The degree of transparency or alpha applied to the blend mode.

  • Base color: The color of pixels on the layer beneath the above blend’s color layer.

  • Result color: The result of the blend’s effect on the base color layer when the colors are combined.

Figure 19-5 shows how those blend modes appear in the Layers panel in Photoshop.
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Figure 19-5

Each layer has a different blending mode applied

Table 19-1 lists the blends that are available.
Table 19-1

Photoshop Blending Modes

Normal -default

Color Dodge

Pin Light

Dissolve

Linear Dodge(Add)

Hard Mix

Darken

Lighter Color

Difference

Multiply

Overlay

Exclusion

Color Burn

Soft Light

Subtract

Linear Burn

Hard Light

Divide

Darker Color

Vivid Light

Hue

Lighten

Linear Light

Saturation

 

Color

Luminosity

For more detailed information on these blending modes, visit https://helpx.adobe.com/photoshop/using/blending-modes.html .

If you are not sure how to use blending modes in Photoshop, make sure to read Adobe Photoshop CC Classroom in a Book by Andrew Faulkner and Conrad Chavez (Adobe Press, 2017) to review this area.

Note

Two blends that are not in this list are Behind and Clear. These only appear as modes for painting tools and have nothing to do with the blending mode effects in the Layers panel. Refer to Figure 19-6.

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Figure 19-6

Additional blending modes for paint brushes only

  • Behind: Edits or paints only on the transparent part of a layer. This mode works only in layers with Lock Transparency deselected. It is like painting on the back of transparent areas on a sheet of acetate.

  • Clear: Edits or paints each pixel and makes it transparent. This mode is available for the Shape tools (when fill region is selected), Paint Bucket tool, Brush tool, Pencil tool, Fill command, and Stroke command. You must be in a layer with Lock Transparency deselected to use this mode.

The Photoshop file with the red suns on black and white stripes shows how the red interacts differently with the base color, depending on which effect is chosen. In Figure 19-7, note how the hue blending mode (the fourth row on the far right) will not appear unless a certain color is behind it.
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Figure 19-7

How the red suns appear in the Photoshop file

Photoshop CC Layer Styles FX

Other Layer styles are found via the Layers panel in the FX icon. Refer to the layerstyles_animate.psd file and Figure 19-8.
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Figure 19-8

Applying effects or FX to a layer in Photoshop

In the dialog boxes for each layer, you can create any number of effects that you can apply to your shapes, such as a drop shadow, glow, or emboss. As mentioned in Chapter 8, many more prebuilt complex effects can be found in the Styles panel of Photoshop. Refer to Figure 19-9.
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Figure 19-9

The Styles panel has many prebuilt styles that you can apply to layers in Photoshop

Figure 19-10 shows how the Base styles appear on the red sun in Photoshop.
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Figure 19-10

Each shape as a different effect (FX) applied to it

Illustrator CC Blending Modes

The same is true in Illustrator CC; various objects may have different blending effects applied to them. Unlike Photoshop, where you apply the effects to the layer, in Illustrator, you apply the effects to the object via the Transparency panel when the object is selected. Refer to Figure 19-11.
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Figure 19-11

Add a blend mode to an object in Illustrator

There are only 16 blend options in Illustrator. This is due to how Illustrator handles the blending of vector images. If you need access to Photoshop’s blending options, you can always copy your Illustrator vector object as a Smart Object into Photoshop and use those blending modes instead.

As with Photoshop CC, the resulting color change produced by the blend is a combination of blend color, opacity, and base color. Refer to Figure 19-12.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig12_HTML.jpg
Figure 19-12

The drop-down menu for the blend mode options

Table 19-2 lists the blends that are available.
Table 19-2

Illustator Blending Modes

Normal -default

Soft Light

Darken

Hard Light

Multiply

Difference

Color Burn

Exclusion

Lighten

Hue

Screen

Saturation

Color Dodge

Color

Overlay

Luminosity

For more details on these Illustrator blending modes, visit https://helpx.adobe.com/illustrator/using/transparency-blending-modes.html .

Also refer to Adobe Illustrator CC Classroom in a Book by Brian Wood (Adobe Press, 2017) if you are unsure how to use these modes effectively.

Notice how the red star changes on the base colors, depending on the type of effect that is chosen. Refer to Figure 19-13.
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Figure 19-13

Different blend modes effect how each star appears on the background

Illustrator CC Effects FX

In Illustrator, you can apply various effects or filters to your shapes. Look at the filter_stars.ai file. To access these effects, you can use filters such as Effect ➤ Stylize, SVG filters and other Photoshop-related effects in the lower half of the menu. Refer to Figure 19-14.
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Figure 19-14

There are many effects that are similar to the ones found in Photoshop in Illustrator’s Effect menu

You saw in Chapters 11 and 15 that these could be edited in the Appearance panel.

As mentioned in Chapter 15, you can find many of effects already created in the Graphic Styles panel and the Graphic Style libraries. Refer to Figure 19-15.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig15_HTML.jpg
Figure 19-15

The Graphic Styles panel can store many prebuilt styles

You can add your own effects using the Appearance panel in the FX icon, as seen in Chapter 15.

Figure 19-16 shows how these filter effects appear on some star shapes in Illustrator.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig16_HTML.jpg
Figure 19-16

Applying effects (FX) in Illustrator to shapes

Importing into Adobe Animate

Now that you know more about blend modes and effects, let’s import these effects and filter from a Photoshop (.psd) file and an Illustrator (.ai) file.

If you have Photoshop or Illustrator open after you saved the files, you can now close those programs and return to Adobe Animate to start importing.

To test and add your filter and effects on the stage, Choose File ➤ Import ➤ Import to Stage, and select either a PSD or an AI file, and click Open. To make sure that you are seeing the same screenshot in your dialog box, click the Show Advanced Options button on the bottom left of the Import to Stage dialog box. Refer to Figure 19-17.
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Figure 19-17

Show Advanced Options button for import

It then changes to Hide Advanced Options, as seen in Figure 19-18.
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Figure 19-18

Hide Advanced Options button for import

If you plan to edit all of your images as one group rather than individually, use the Hide Advanced Options layout. When Advanced settings are hidden, these are the options that you see. Refer to Figure 19-19.
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Figure 19-19

Basic import setting for all imported layers

No matter which option you use, for this lesson, you want to make sure that you maintain editable paths and effects, and do not flatten, that any text remains editable and does not become an outline or a bitmap image, and that each item is set to individual Animate layers rather than a single layer or keyframe for an image sequence.

For now, stay on the Advanced settings option.

Photoshop PSD Import of File
In Import to Stage advanced options, the top area of the dialog box has an option if your (.psd) file has Photoshop layer comps, which you read about in Chapter 4. If the file only has one layer comp, then this area menu is unavailable; if two, then you can select the layer comp from the drop-down menu. Use Blending_effects_animate.psd for this example. Refer to Figure 19-20.
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Figure 19-20

When a Photoshop file only has one layer comp, then the layer comp option is unavailable

When working with several artboards, the preview layout appears with folders. You have to select artboards from the layers preview area on the left, as you would any other layer, as seen in Figure 19-21.
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Figure 19-21

If your file contains artboards, this is how they will appear in Animate’s Import panel

Whether you have one artboard or two, the settings you choose in Animate will affect which layers you plan to import.

If there are folders or artboards in your file, the up and down double arrows above the preview allow you to expand and collapse all folders at once. Refer to Figure 19-20.

By clicking Select all layers, you can ensure that all layers are imported. If you don’t want to import all layers or folders, uncheck the ones you do not want to include in the import. Refer to Figure 19-22.
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Figure 19-22

All layers have been selected

For example, you may have created a background in Photoshop that was only for testing how an object appeared on a certain color. You may not plan to use that background as part of the animation, so uncheck it.

Animate gives you two options on how to import a shape layer.

In advanced settings, you can set each layer individually. You will know which layer is selected by the change in the message in the upper right. Shift-click layers that you want to have the same setting and apply an import option.
  • Editable paths and layer styles: This ensures that any paths (vector shapes drawn with the pen tool) or layer styles that you have created in Photoshop will import and you can still edit them within Animate. However, be aware that this is dependent on two conditions: the type of FLA format you chose (ActionScript 3.0 or HTML5 Canvas) and whether Animate supports that layer style. You’ll look at this shortly.

Note

Animate cannot import Photoshop Smart Objects as editable objects because they contain raster and vector elements. So, to retain the visual attributes of these Smart Objects, you must rasterize them and import them as bitmaps. You cannot import adjustment layers such as levels or invert and these must be applied and rasterize together with the layer you are altering in Photoshop. Also, HTML5 Canvas FLA can only import the first frame of a video’s layers in a PSD file. If you need more frames of the video to be in your Animate file, you have to flatten the frames into clips in Photoshop or import the video into a video component, as you will see in Chapter 20.

  • Flattened bitmap image: Rather than flatten your artwork in Photoshop, you can allow Animate to flatten the artwork. This is a good option if you find that Animate is not supporting the layer styles; however, this will cause that style to be uneditable in Animate, so always run a test to make sure you choose the right option.

If your (.psd) layer contains editable text, you have slightly different options. Refer to Figure 19-23.
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Figure 19-23

Choose the Import options for your text layer

Editable text: You can change or edit the text and retype it.
  • Vector outlines: The text has an editable shape that you can scale, but you can’t retype the letters.

  • Flatten bitmap image: This option is removed in the 2019 version. The text becomes a bitmap graphic and can’t be accurately altered, as you would a vector or editable text layer; however, the basic shape and any applied effect on the font are retained to preserve the way it appeared in Photoshop.

If you want your layer to be a movie clip symbol added to the Library panel, you can check the “Create a movie clip” box (it is already checked if “Editable paths and layer styles” is selected). Then give the movie clip a name and set its registration point. The registration point is useful when objects may spin or move along a motion path. Refer to Figure 19-24.
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Figure 19-24

You can set a name for each layer as a movie clip symbol for the stage

Like the exporting of a graphic, you can set the quality of the import or publish settings. Compression can be lossy (compression of JPEG format) or lossless (no compression or a GIF or PNG format), and you can set a custom quality for the size. If you are worried the graphic may be too large, click the Calculate Bitmap Size button, which gives the file size. By Shift-clicking two or more layers in the preview, you calculate the file size of these bitmap shapes or layers collectively. You can then decide how these layers are converted and distributed.

The next section in advanced setting deals with how the layers convert to the stage. Refer to Figure 19-25.
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Figure 19-25

Decide how you want your Photoshop layers to convert

You can convert layers to the following.
  • Animate layers: Puts each graphic on its own layer. This is good if each item is to move separately in the keyframes.

  • Single Animate layer: If all the layers are part of one background, then they appear on one layer and not separately.

  • Keyframes: Puts each layer on its own keyframe. This is good for stop-frame animations where one character needs multiple keyframes to create a movement, such as jumping or running.

  • Import as a single bitmap image: Ensures that all the layers import as one bitmap. If you don’t want this to happen, leave it unchecked.

  • Place objects at original position: Ensures that the shapes remain in the same place or coordinates that they were in Photoshop in relation to the other layers, regardless of the size of the Animate stage.

  • Set stage size the same as Photoshop Canvas (# X #): Increases or decreases the size of your Animate stage or canvas to match whatever size the Photoshop canvas is. With multiple artboards of varying sizes from Photoshop, Animate chooses one size for all the layers and not the different artboard sizes. If you don’t want your Animate stage to change, leave this box unchecked; some shapes will appear outside the canvas until you drag them to a different location.

When you are done with your settings, click the Import button. Refer to Figure 19-26.
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Figure 19-26

Click the Import button so that the layers can import to the stage

Upon clicking Import, you may discover a warning in the Output panel regarding some effects not being applied. Refer to Figure 19-27.
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Figure 19-27

The Output file gives a warning message if certain effects do not apply in the Animate file

If these effects do not retain simply, Edit ➤ Undo right away to remove the graphic from the stage and Library panel, and then re-import those layers as bitmaps. Alternatively, you may be able to reapply some settings using Animate, as you will see shortly.

In HTML5 Canvas, you can import as a bitmap to retain the basic blend settings. In ActionScript 3.0 FLA, you may not have to set bitmap for all layers. Either way, the bitmaps (Assets folder) and movie clip symbols appear in the Library panel on the Stage and Timeline panels. Refer to my final file, animate_photo_blend.fla. For the most part, this is a retained the bitmap representation of the blend that cannot be altered. Refer to Figure 19-28.
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Figure 19-28

Each of the layers were imported into the Library and Timeline panels appearing on the stage

Important Tip

Photoshop CC does a better job of scaling your images than Animate, so if your images are too large on the stage, make sure to scale it to the correct size in Photoshop before you import.

Illustrator AI Import

Importing an Illustrator (.ai) file to the stage is very similar to importing a Photoshop (.psd) file; however, there are a few key differences. Use the blendmode_stars.ai and blendmoded_stars2.ai files for this example.

Again, in a new HTML5 Canvas file, choose File ➤ Import ➤ Import to Stage. Make sure the settings are in Advanced Options so that you can follow along with me. As with Photoshop import, if you stay in the regular settings, it is assumed that you are editing all layers as a group, and you will not have the preview options, as seen in Figure 19-29.
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Figure 19-29

Basic import setting for all Illustrator layers

  • Select Illustrator Artboard: If your file has more than one artboard, you can choose the artboard from the drop-down menu that you want to import the objects from. Refer to Figure 19-30.

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Figure 19-30

Import all layers and sublayers to the stage

As with Photoshop PSD import, you can select all layers or chose the layer that you want to alter.

The double arrows on top of the preview allow you to collapse or expand to see the sublayers.
  • Import as: Allows you to set the settings for each object you plan to import.

  • Editable Path: The path or shape remains editable. Illustrator symbols import as Animate symbols if on a layer. Clipping masks, transparency, pattern strokes, and fills are preserved.

  • Bitmap: The shape is changed to a bitmap image.

If the layer or sublayer contains text, as with the Photoshop (.psd) import, you can choose whether the text remains editable, is only vector outlines, or is a bitmap graphic. Refer to Figure 19-31.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig31_HTML.jpg
Figure 19-31

Choose how you want you Illustrator files’ text to import

Like Photoshop, you can set each layer as a movie clip symbol with a name, along with registration points. Refer to Figure 19-32.
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Figure 19-32

Set a name for your movie clip

However, you cannot alter the quality of the image as you could with the Photoshop (import) because you are working with vectors, and not bitmap shapes.

Like the Photoshop CC import, you can convert the layers to the following.
  • Animate layers: Puts each graphic on its own layer. This is good if each item is to move separately in the keyframes; however, be aware that all sublayers import as one layer, so make sure to put each object on its own layer, or only import to the Library panel if you don’t want the sublayers to appear together. Refer to Figure 19-33.

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Figure 19-33

Convert Illustrator layers on import

  • Single Animate layer: If all the layers are part of one background, then they appear on one layer, and not separately.

  • Keyframes: Puts each layer on its own keyframe. This is good for stop-frame animations where one character needs multiple keyframes to create a movement, such as jumping or running.

  • Place objects at original position: Ensures that the shapes remain in the same place in relation to the other Illustrator layers as they appeared in Illustrator regardless of the size of the Animate stage.

  • Import as a single bitmap image: Ensures that all the layers import as one bitmap. If you don’t want this to happen, leave it unchecked.

  • Import unused symbols: Imports the unused symbols.

  • Set stage size the same as Illustrator Artboard (# X #): Increases or decreases the size of your Animate stage or canvas to match the size of the Illustrator artboard. If you don’t want your Animate stage to change, leave this box unchecked.

When you are done with your settings, click the Import button, as seen in Figure 19-34.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig34_HTML.jpg
Figure 19-34

Choose Import to import your Illustrator layers

Note

Before import, the dialog box will generate an incompatibility report. You can review this for issues before you import your Illustrator layers or choose to ignore and import the layers. Check “apply recommended import settings” and Click OK to Exit and the warning will disappear. Refer to Figure 19-35.

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Figure 19-35

Review the Incompatibility Report for issues with blends or effects

As with Photoshop, upon clicking Import, you may discover a warning in the Output panel about some effects not being applied. If these effects do not retain, simply Edit ➤ Undo right away to remove the items from the stage and Library panel, and import these layers again as a bitmap. Alternatively, you may be able to reapply some settings using Animate, as you will see shortly.

For HTML5 Canvas animations, when you import your movie clips, I recommend importing the objects with effects as a bitmap; however, be aware that it may come in as low resolution. For ActionScript 3.0 FLA files, you may be able to retain some of the effects and not have to import all layers as bitmaps. Either way, the bitmaps and movie clip symbols appear in the Library panel, as well on the stage and timeline. Refer to Figure 19-36.
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Figure 19-36

If the Illstrator objects you import as a bitmap are too small in Illustrator, they may appear too low resolution

In the HTML5 Canvas file, if you find that the resolution is too low upon import, make the shape a bit larger in a new Illustrator file. Illustrator imports at the size that the shape is on its artboard so if it is very small it may be very blurry. By increasing the size of the shape in a new file before importing, you get a better resolution of the effect that you are making into a bitmap. You can always scale the symbol down in Animate later without affecting the bitmaps quality. Refer to the animate_ill_blend.fla file.

Note

If you only have one shape that you want to quickly paste into an Animate layer rather than import, while in Illustrator with a shape selected you can Edit ➤ Copy and then in Animate choose from the menu Edit ➤ Paste in Center, this will add the shape directly into an FLA file onto the stage into the current keyframe. In some cases, you may find that this method preserves some blend settings; however, you have the option to either import a shape or a grouped object as a bitmap or keep the AI Importer preferences; either way, you have to make the pasted object a symbol to add it to the Library panel. Refer to Figure 19-37.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig37_HTML.jpg
Figure 19-37

You can paste Illustrator objects directly into Animate

Whether you import into an ActionScript 3.0 or HTML5 Canvas FLA file, if your Photoshop or Illustrator files have no effects applied to them when you import, leave them as editable, as this preserves the best quality of that graphic.

Animate CC Effects

If you never applied blends or effects in Photoshop or Illustrator, or you need to alter an effect in Animate CC, you can still apply effects to your movie clips via the Properties panel via the Color Effect, Display, and Filters tabs. This does not affect the original movie clip symbol in the Library panel; only the one placed on the stage. Refer to Figure 19-38.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig38_HTML.jpg
Figure 19-38

For movie clip symbols, the Properties panel allows you to adjust the effects of the symbol

Note

If you are using an ActionScript 3.0 FLA file, you have access to all of these options; however, with an HTML5 Canvas FLA, some JavaScript has not caught up yet to some blending modes and filters, so they are not available in this format. If you need to retain these effects from your Photoshop or Illustrator files, make sure to rasterize the artwork as a bitmap as mentioned in the “Illustrator AI Import” section of this chapter.

Working with Symbols

The color effects can only be applied to symbols (created from shapes in Animate or added at import) and cannot be applied to imported shapes (single or grouped shapes), primitives, drawing objects, or bitmap images that are on the stage. Refer to Figure 19-39.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig39_HTML.jpg
Figure 19-39

These shapes or primiatives cannot have color effects applied to them

Symbols are created from a shape, object, or primitive that you have drawn with a Shape tool, Line tool (N), Rectangle tool (R), Oval tool (O), PolyStar tool, Primitive (Rectangle or Oval), or a drawing object after it was converted from a primitive. Refer to Figure 19-40.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig40_HTML.jpg
Figure 19-40

Tools used to create shapes and primitives

Note

These shapes follow a type of edit hierarchy of least to most destructive. Primitives are like Smart Objects and maintain some editing options in the Properties panel. They can then be downgraded to a drawing object via the Properties panel (see Figure 19-41); this is how an object acts in Illustrator that keeps its stroke attached. The drawing object is then downgraded to a shape using break apart icon where parts or sections become detached. A shape can be upgraded to a drawing object, but not a primitive. Primitives, objects, and shapes can be grouped with Modify ➤ Group or Ungroup for easier movement on stage. Regardless, none of these are symbols.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig41_HTML.jpg
Figure 19-41

Primatives can become objects or broken appart using the Properties panel

Drag around the entire shape with the Selection tool (V) or Subselection tool (A) and right-click the shape, and choose Modify ➤ Convert to Symbol. Or from the Library panel, click the New Symbol icon (far lower left) in the lower left or in the panel’s menu to create a new blank symbol. Refer to Figure 19-42.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig42_HTML.jpg
Figure 19-42

Convert a shape to a symbol or create a new blank symbol

Tip

If the Selection tool(V) touches the inside of the shape it will select only the fill and you can drag it away from the Stroke. The Subselection tool(A) can only select points on an object, but it will not separate the fill from the stroke, so they move together as fills and strokes do in Illustrator or like a drawing object.

You are presented with a dialog box in which you can enter a name and select the type of symbol. Refer to Figure 19-43.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig43_HTML.jpg
Figure 19-43

Give your symbol a name and a type

Note

The Advanced tab options are only available to ActionScript 3.0 FLA files, not HTML5 Canvas FLA files. We are using ActionScript 3.0 only for creating videos (.mov), not SWF files, so this Advanced area is not relevant to the chapter.

There are three types of symbols available from the type drop-down menu.
  • Movie clip: A graphic or contains nested animation.

  • Button: Creates animated buttons.

  • Graphic: Used for backgrounds or symbols that don’t require movement on the stage. They can also be used in the Frame Picker panel, as you will see in Chapter 21. Refer to Figure 19-44 to see how the three different symbols appear in the library.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig44_HTML.jpg
Figure 19-44

Movie clip, graphic, and button symbols in the library

Once you click OK in the Create New Symbol dialog box, the shape or graphic is wrapped in the symbol and added to the library. The shape can be added to the library only as a symbol. Refer to Figure 19-45.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig45_HTML.jpg
Figure 19-45

Adding another movie clip to the library

This protects the original shape from being altered or broken apart, such as its fill being separated from the outline stroke. You can now scale symbols and apply color effects to it without effecting the original shape. If you need to edit the original shape, simply double-click the symbol on the stage or library to enter the shape’s editing mode. Begin editing the shape with tools or the Properties panel. Refer to Figure 19-46.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig46_HTML.jpg
Figure 19-46

Entering shape editing mode

To exit the symbol editing mode and return to outside symbols, simply click the arrow on the left until you are back to the main stage.

If you need to edit the type of symbol, select it and click the (I) Properties icon in the Library panel. This allows you to rename the symbol or change its type of clip. If you need to alter a symbol on stage, use the Properties panel. You can click the symbol name in the Instance of: field to change the type, the change is reflected in the Library panel. Likewise, use the Properties panel to alter the instance behavior of the symbol and swap it without affecting any further settings in the Libabry panel. Refer to Figure 19-47.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig47_HTML.jpg
Figure 19-47

Alter your symbols’ properties either via the Library or Properties panels

With the symbol selected, you can apply the color effects or drag additional symbols from the Library panel onto the stage and alter them as well.

Color Effect Tab

These effects allow you to give your movie clip symbol some basic color effects that are available to both ActionScript 3.0 and HTML5 Canvas FLA files. Refer to the animate_color_effects.fla file and Figure 19-48.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig48_HTML.jpg
Figure 19-48

Color effects alter the color and opacity of a symbol

  • None: The default with no effect applied.

  • Brightness: Allows you to alter how light or dark a clip appears. Darker colors are a negative percentage and lighter colors are a positive percentage. If you find the resultant color appears too white or black, keep your slider somewhere in the middle range and do not set to either extreme. This does not affect the movie clips transparency or alpha. Refer to Figure 19-49.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig49_HTML.jpg
Figure 19-49

Alter the brightness of a symbol with color effect

  • Tint: Allows you to adjust the color of the object and its red, green, and blue color channels. You can give the original color a slight tint or make it a totally new color by adjusting the sliders or choosing from the color pallet on the upper right. Refer to Figure 19-50.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig50_HTML.jpg
Figure 19-50

Alter the tint of a symbol with color effect

  • Advanced: Allows you to adjust transparency (alpha) as well as the RGB color channels. By dragging and holding your mouse over the numbers, you can alter the range and color of the movie clip symbol. Refer to Figure 19-51.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig51_HTML.jpg
Figure 19-51

Alter the advanced color of a symbol with Color Effect

  • Alpha: Only affects the transparency of the movie clip symbol, but not its color, as seen in Figure 19-52.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig52_HTML.jpg
Figure 19-52

Alter the alpha of a symbol with color effect

You can apply these color effects by selecting your symbol and using the Selection tool (V) from the Tools panel to choose the blending mode from the drop-down menu.

Display Tab

The next section in the Properties menu is the Display tab. This area refers to how the blending effects are applied to the movie clip symbols and button symbols. It is not available for graphic symbols. If you imported these effects from a Photoshop (.psd) file or an Illustrator (.ai) file, many of them are preserved when you click the symbol in an ActionScript 3.0 FLA file. You can decide whether the object on stage is visible or not by clicking the Visible check box; however, because JavaScript has not caught up to some of these effects, the HTML5 Canvas FLA is limited. So if these effects are important to your Canvas animation, make sure to rasterize, merge layers, or make the graphics a bitmap during import. Refer to Figure 19-53.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig53_HTML.jpg
Figure 19-53

Blending options for AS3, on the right for HTML5 Canvas

The final blending color change is a result of the blend color; it alters opacity or alpha and the base color. For example, if you have two movie clips, the lower movie clip is considered the base, and you would apply no blending to it (Normal). The upper movie clip symbol is the one you apply the blending to. Refer to File animate_blends.fla and Figure 19-54.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig54_HTML.jpg
Figure 19-54

The stars have different blend effects applied

The following are the available blending options.
  • Normal: Default values; no interaction with the base colors.

  • Layer: Lets you stack movie clips on top of each other without affecting their color.

  • Darken: Only areas lighter than the blend color are replaced. Darker areas do not change.

  • Multiply: Multiplies base by blend color; this creates darker colors.

  • Lighten: Only areas darker than the blend color are replaced. Lighter areas do not change.

  • Screen: Multiplies the inverse of the blend color by the base color; this gives a bleached effect.

  • Overlay: Depending on the base color, the effect multiplies or screens.

  • Hard Light: Depending on the blend color, the effect, multiplies or screens; this gives a spotlight effect.

  • Add: Creates an animated lightening dissolve or disappearance effect between two images.

  • Subtract: Creates an animated darkening dissolve or effects disappearance between two images.

  • Difference: Subtracts either the blend color from the base color or the base color from the blend color; it all depends on which has the greater brightness value. Like how a film color negative appears.

  • Invert: Opposite of the base color; for example, black is white and white is black.

The final two blends are often confusing to most designers who first use them, because they rely on a parent and child setup.

Nested Movie Clips
To create these kinds of movie clips, you cannot place one movie clip symbol on top of another for it to work correctly. Refer to my drawing in Figure 19-55.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig55_HTML.jpg
Figure 19-55

Working with nested movie clip symbols

The outer movie clip is called the parent, and for the following filters to work, rather than leaving it as the default blending of normal, you need to set the parent to layer. Then you need to double-click the “parent” movie clip to enter it. Inside this movie clip, you create another movie clip symbol, which becomes the “child.” It is nested within the “parent” or rests upon the inner shape. Because this setup is based on hierarchy, any modifications made to the parent affects the child. You can apply either a blend of Alpha or Erase to the child movie clip. Since a child rests within the parent, it appears as though the filter is not working correctly. Only until you exit the parent movie clip will the blending appear correct with the child that is nested within. Refer to Figure 19-56.

  • Alpha: Applies an alpha mask, making the object invisible although still on stage.

  • Erase: Like alpha, removes all base color pixels, including those in the background image. Acts like a mask layer.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig56_HTML.jpg
Figure 19-56

The movie clip symbol has a blend of layer applied to the outer parent. Erase is applied to the nested child within as it rests upon the inner shape.

Note

Only apply these blends to “child” or nested movie clips if you want them to operate correctly.

For more information on blending modes in animate, visit https://helpx.adobe.com/animate/using/applying-blend-modes.html .

Let’s take a moment to compare the blending effects that Animate accepts from Photoshop CC and Illustrator CC. Refer to Table 19-3.
Table 19-3

Comparing the Blending Effects of Three Adobe Programs: Photoshop, Illustrator, and Animate

Blending Effect

Photoshop CC

Illustrator CC

Animate CC ActionScript 3.0

Animate CCHTML 5 Canvas

Normal

Layer

  

 

Darken

 

Multiply

 

Lighten

 

Screen

 

Overlay

 

Hard Light

 

Add (Linear Dodge)

✓*

 

Subtract

✓*

 

 

Difference

 

Invert

✓* as a separate adjustment layer which cannot be imported ../images/466782_1_En_19_Chapter/466782_1_En_19_Figa_HTML.jpg

 

 

Alpha

  

 

Erase

  

 

Dissolve

   

Color Burn

   

Linear Burn

   

Darker Color

   

Color Dodge

  

Lighter Color

   

Soft Light

  

Vivid Light

   

Linear Light

   

Pin Light

   

Hard Mix

   

Exclusion

  

Divide

   

Hue

  

Saturation

  

Color

  

Luminosity

  

Note

During import conversion of a PSD document to an ActionScript 3.0 FLA, I have noticed that Animate seems to have trouble recognizing Linear Dodge (Add) and Subtract, and outputs them either as Normal or some other filter. In the AI document, there is no equivalent to Linear Dodge (Add) or Subtract. If you find this happening to your file, you need to reset it using the Animate CC blending drop-down menu.

You can apply these blending modes by selecting your movie clip with the Selection tool (V) and choosing the blending mode from the drop-down menu.

Display Render

Depending on what you intend some of your graphics to do in an animation, they can become processor intensive. In that case, you may want to adjust your symbol’s render options. Refer to Figure 19-57.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig57_HTML.jpg
Figure 19-57

Alter the render setting of a symbol, HTML5 Canvas(right) has fewer options than ActionScript 3.0

Note

Unlike ActionScript 3.0 FLA, an HTML5 Canvas FLA can only render Cache as Bitmap, but not Export as Bitmap. Either one may help the animation run smoother because vector art is more processor intensive than a bitmap. As a rule, the setting should be applied to movie clip symbols that don’t have an enteral timeline animation and don’t size adjust or rotate frequently.

In the HTML5 Canvas FLA, you have no control over the smoothing or compression settings applied to the exported bitmap images.

You can set the bitmap background as either transparent or opaque (choose a color in the color picker); however, only the transparency option is available to HTML5 Canvas. Refer to Figure 19-58.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig58_HTML.jpg
Figure 19-58

Alter the color display settings of a symbol, HTML5 Canvas(right) has fewer options than ActionScript 3.0

Filters Tab

Filters can be used in a variety of ways to enhance animated symbols on the stage along with the animation Timeline panel.

Like Photoshop CC and Illustrator CC. Animate CC has a few basic filters that you can apply to movie clip and button symbols. You cannot apply them to graphic symbols. You can access them all in an ActionScript 3.0 FLA file; however, for HTML5 Canvas, a few are not available because the JavaScript options have not caught up. Refer to Figure 19-59.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig59_HTML.jpg
Figure 19-59

Filter options for ActionScript 3.0(left) and HTML5 Canvas (right)

Although Animate does not copy exact filters into this tab when you import a PSD or AI, it does maintain such things as the basic paths and blending modes within the movie clip symbol and tries to render them as accurately as possible. If you find that it is not rendering accurately, you can always import as a bitmap or apply these filters within Animate to a movie clip with no previous filters applied.

I will explain the settings for each filter and only point out new properties in subsequent filters. Refer to the animate_filters.fla file and Figure 19-60.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig60_HTML.jpg
Figure 19-60

Filters that you can apply in Animate to symbols

  • Drop Shadow: Simulates the look of a movie clip casting a shadow onto a surface. Refer to Figure 19-61 for settings.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig61_HTML.jpg
Figure 19-61

Drop Shadow filter settings for AS3 and Canvas

  • Blur X and Y: Sets the coordinates of the blur shadow spread in pixels; they can be linked or unlinked.

  • Strength: Sets the intensity of the shadow 0%–100%.

  • Quality: Low, medium or high; how accurately it appears.

  • Angle: The angle or the shadow in degrees, or which side it appears on.

  • Distance: The number of pixels it appears from the object.

  • Knockout: Removes or masks the inner fill of the movie clip leaving only the shadow.

  • Inner shadow: Puts the shadow within the movie clip, and not outside.

  • Hide object: Reveals only the shadow behind, and not the movie clip

  • Color: You can choose the color of the shadow.

Note

Some options of drop shadow are not available for an HTML5 Canvas FLA file.

  • Blur: Softens the edges and details of objects. Applying a blur to a movie clip can make it appear as if it is behind other objects or make a movie clip appear to be in motion. Refer to Figure 19-62 for settings. As with the drop shadow, you can adjust the spread using the x and y coordinates to adjust the quality.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig62_HTML.jpg
Figure 19-62

Blur filter settings for AS3 and Canvas

  • Glow: Lets you apply a color around the edges of a movie clip symbol. Refer to Figure 19-63 for settings. As with the drop shadow, you can adjust the strength, quality, color, knockout, and spread with the x and y coordinates. Inner glow is like inner shadow in that the glow is now inside the movie clip rather than the outside.

../images/466782_1_En_19_Chapter/466782_1_En_19_Fig63_HTML.jpg
Figure 19-63

Glow filter settings for AS3 and Canvas

Note

Some options of glow are not available to HTML5 Canvas FLA file.

Bevel (Action Script 3.0 FLA only)
Applies a highlight to the object that makes it appear to be curved up above the background surface. It is like the bevel and emboss found in Photoshop CC. Refer to Figure 19-64 for settings.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig64_HTML.jpg
Figure 19-64

Bevel filter settings for AS3 only

As with the drop shadow, you can adjust the spread using the x and y coordinates, strength, quality, color (now divided into shadow and highlight), angle of bevel, distance of bevel, and knockout. Type is like inner shadow in that the bevel can be inside, outside, or fully on the movie clip.

Gradient Glow (Action Script 3.0 FLA only)
Produces a glow with a gradient color across the surface of the glow. The gradient glow requires one color at the beginning of the gradient with an alpha (transparency) value of 0. You can move the position of the color with the handles, and you can change the color by double-clicking the handle to access the color picker. You can also add more color handles by clicking below the gradient, or drag them off to remove them. Refer to Figure 19-65 for settings.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig65_HTML.jpg
Figure 19-65

Gradient glow filter settings for AS3 only

As with the drop shadow, you can adjust the spread using the x and y coordinates, strength, adjust the quality, angle of glow, distance of bevel and knockout. Type is like inner shadow in that the gradient glow can be inside, outside or full on the movie clip. The gradient replaces the color property.

Gradient Bevel (Action Script 3.0 FLA only)
Makes a movie clip appear to be raised above the background, with a gradient color across the surface of the bevel. The gradient bevel requires one color in the middle of the gradient with an alpha value of 0; however, any gradient can have up to 15 color transitions. Refer to Figure 19-66 for settings.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig66_HTML.jpg
Figure 19-66

Gradient Bevel filter settings for AS3 only

As with the drop shadow you can adjust the spread using the x and y coordinates, strength, adjust the quality, angle of bevel, distance of bevel and knockout. Type is like inner shadow in that the bevel can be inside, outside or full on the movie clip. The gradient replaces the color property.

Adjust Color
Allows you to finely control the color attributes of the selected movie clip, including contrast, brightness, saturation, and hue; it is very similar to the color effects area you looked at earlier. Refer to Figure 19-67 for settings.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig67_HTML.jpg
Figure 19-67

Adjust Color filter settings for AS3 and Canvas

As you would in Photoshop or Illustrator you can apply several filters to a movie clip symbol using the plus (+) icon. You can remove all from the drop-down menu or one by selecting it and using the minus (–) icon. Refer to Figure 19-68.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig68_HTML.jpg
Figure 19-68

Add as many filters as you require to your symbol

You can enable or disable all filters from the plus (+) drop-down menu or use the Eye icon to turn them on or off one at a time.

The Widget icon lets you copy selected or all filters. You can paste, reset, or save the filters as a preset and edit the preset. Refer to Figure 19-69.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig69_HTML.jpg
Figure 19-69

Save settings for your filter for other projects as a preset or reset the current filter

Import Other Graphic File Formats

It should be noted that BMP, JPG, PNG, and GIF files import directly to the stage and Library panel with no extra dialog boxes, so you do not need worry about any extra details regarding these formats for now, other than that you can apply the Animate effects to them when they are made into symbols, as you would with shapes.

With an SVG file, you have the option of importing graphics paths to the same layer and frame, each path on a different layer, or each path on a different keyframe. You also have the option to alter the size of the stage to match the SVG artwork. Refer to Figure 19-70.
../images/466782_1_En_19_Chapter/466782_1_En_19_Fig70_HTML.jpg
Figure 19-70

The SVG Import options

Once you have chosen your SVG import setting, click OK, and it is added to the stage; however, you still need to make the graphic into a symbol to add it to the Library panel.

Summary

In this chapter, you looked at several ways to import artwork that comes from Photoshop and Illustrator. You then compared the filters and effects that are retained by Animate, and saw how to keep the basic look of the properties that do not remain editable in HTML5 Canvas. Then you saw how to apply the filters that Animate offers when applied to symbols. Finally, you saw that graphics like JPG, PNG, and SVG could be imported into Animate as well.

In the next chapter, you look at how to import audio and video into your Animate FLA files.