3 Replies Latest reply on Apr 21, 2018 1:40 AM by Ussnorway

    Muse won't show my embedded HTML but Indesign will?

    Joey12Williams Level 1

      I insert some HTML into muse and when I export the whole thing as HTML it gives me a blank screen

      but when I do the exact same thing in InDesign the exported HTML works.


      here is the HTML i've been embedding


      <!DOCTYPE html>



      1. All tokens are represented by '$' sign in the template.

      2. You can write your code only wherever mentioned.

      3. All occurrences of existing tokens will be replaced by their appropriate values.

      4. Blank lines will be removed automatically.

      5. Remove unnecessary comments before creating your template.




      <meta charset="UTF-8">

      <meta name="authoring-tool" content="Adobe_Animate_CC">


      <!-- write your code here -->

      <script src="https://code.createjs.com/createjs-2015.11.26.min.js"></script>

      <script src="http://www.appstate.edu/~williamsjn3/SurveyPdiffStart.js"></script>


      var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;

      function init() {

      canvas = document.getElementById("canvas");

      anim_container = document.getElementById("animation_container");

      dom_overlay_container = document.getElementById("dom_overlay_container");

      var comp=AdobeAn.getComposition("13B5ADFB69AC424590DC3988AA44256E");

      var lib=comp.getLibrary();

      var loader = new createjs.LoadQueue(false);

      loader.addEventListener("fileload", function(evt){handleFileLoad(evt,comp)});

      loader.addEventListener("complete", function(evt){handleComplete(evt,comp)});

      var lib=comp.getLibrary();



      function handleFileLoad(evt, comp) {

      var images=comp.getImages();

      if (evt && (evt.item.type == "image")) { images[evt.item.id] = evt.result; }


      function handleComplete(evt,comp) {

      //This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.

      var lib=comp.getLibrary();

      var ss=comp.getSpriteSheet();

      var queue = evt.target;

      var ssMetadata = lib.ssMetadata;

      for(i=0; i<ssMetadata.length; i++) {

      ss[ssMetadata[i].name] = new createjs.SpriteSheet( {"images": [queue.getResult(ssMetadata[i].name)], "frames": ssMetadata[i].frames} )


      exportRoot = new lib.SurveyPdiffStart();

      stage = new lib.Stage(canvas);


      //Registers the "tick" event listener.

      fnStartAnimation = function() {



      createjs.Ticker.addEventListener("tick", stage);


      //Code to support hidpi screens and responsive scaling.

      function makeResponsive(isResp, respDim, isScale, scaleType) {

      var lastW, lastH, lastS=1;

      window.addEventListener('resize', resizeCanvas);


      function resizeCanvas() {

      var w = lib.properties.width, h = lib.properties.height;

      var iw = window.innerWidth, ih=window.innerHeight;

      var pRatio = window.devicePixelRatio || 1, xRatio=iw/w, yRatio=ih/h, sRatio=1;

      if(isResp) {               

      if((respDim=='width'&&lastW==iw) || (respDim=='height'&&lastH==ih)) {                   

      sRatio = lastS;               


      else if(!isScale) {

      if(iw<w || ih<h)

      sRatio = Math.min(xRatio, yRatio);


      else if(scaleType==1) {

      sRatio = Math.min(xRatio, yRatio);


      else if(scaleType==2) {

      sRatio = Math.max(xRatio, yRatio);



      canvas.width = w*pRatio*sRatio;

      canvas.height = h*pRatio*sRatio;

      canvas.style.width = dom_overlay_container.style.width = anim_container.style.width =  w*sRatio+'px';

      canvas.style.height = anim_container.style.height = dom_overlay_container.style.height = h*sRatio+'px';

      stage.scaleX = pRatio*sRatio;

      stage.scaleY = pRatio*sRatio;

      lastW = iw; lastH = ih; lastS = sRatio;           

      stage.tickOnUpdate = false;           


      stage.tickOnUpdate = true;








      <!-- write your code here -->


      <body onload="init();" style="margin:0px;">

      <div id="animation_container" style="background-color:rgba(255, 255, 255, 1.00); width:1550px; height:900px">

      <canvas id="canvas" width="1550" height="900" style="position: absolute; display: block; background-color:rgba(255, 255, 255, 1.00);"></canvas>

      <div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:1550px; height:900px; position: absolute; left: 0px; top: 0px; display: block;">