![]() This content or “html widget” can be brought into Captivate as Media > HTML Animation. Rather than programming in Action Script – Javascript can be used in Animate to program interactivity into interactions, games etc in Animate. Adobe re-branded and recreated Adobe Flash as Adobe Animate and added the ability to work with canvas and javascript / css (html5 standards) in Animate. Captivate output going forward will primarily be html5 with no support for swf. The third one does not match and would be treated as a regular Web Object.In the past Adobe Flash was used to create “widgets in swf format” that would work in Captivate as the primary output was flash for Captivate. The first two would match and get the special xprefEnsureCpMateLoad treatment. Let's suppose you had Web Objects in your movie named the following: The in is a wildcard which indicates any value could be placed there and the convention would still be met. In this case, assigning the following value to xprefEnsureCpMateLoad will allow CpExtra to find all the Animation Web Objects: It will then pause the Captivate's playback until it can be sure the animation is ready. If we clue CpExtra into this naming convention, it will be able to detect when a Web Object with an animation is appearing on screen. When displaying these animations in Captivate, we will be naming the Web Objects: section_1, section_1_1, section_1_2 and so on. In the above example all the animations have a common naming convention. An example is shown in the screenshot of an Adobe Animate project's library below: To do this, you will need to work out a naming convention for all your animations. assign xprefEnsureCpMateLoad an query which will match the name of all Web Objects loading CpMate animations.
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