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Created an animation in AS3.0 .fla using Animate CC. I have a mask inside of a symbol in the animation which of course works fine exported to swf but when I publish to Canvas the mask is not there. I looked into the new .fla file Canvas produced and I see there is no layer mask and I see the message in the output
WARNINGS:
** 2 Bitmaps packed successfully into 1 spritesheet(s).
Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls. (5)
Can Canvas export working masks?
The thing that is not supported is "Feature not supported: Multiframe symbols in masks."
You can have masking going on inside a movieclip, but the mask itself cannot be a multi frame movieclip.
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Ah now I read that you need to only use masks on the main timeline which I did and it works but the mask and other parts of that animation needs to be inside a movie clip symbol which is where it was. So am I forced to recreate what the movie clip symbol did I have to create the moment on the main timeline?
for instance inside movie clip has a mask - movie clip animates from side to side on main timeline ORIGINAL
now for Canvas
place elements of movie clip on main timeline and animate this elements from side to side on main timeline?
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Layer masks should work. If the layer that was a mask is no longer a mask, try making it be a mask again.
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Thats exactly what I did and it did work BUT the mask was originally in a movie clip and that clip was originally moving from side to side on the main timeline.
So like I write , do I have to animate all the layers within the mask on the main timeline or is there another way?
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The thing that is not supported is "Feature not supported: Multiframe symbols in masks."
You can have masking going on inside a movieclip, but the mask itself cannot be a multi frame movieclip.
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Yes you were correct, all I did was just place the MC on the main timeline and tweeted it back and forth
thx for the help!
MD
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WARNINGS:
** 2 Bitmaps packed successfully into 1 spritesheet(s).
Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls. (5)
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yes.