Adobe Animate has two WebGL-glTF options available. Choosing the standard option allows integration with standard glTF playback packages and is focused on basic interactivity and standards. The extended version is more specific to Animate and is focused on advanced animation.
Choosing a standard option allows integration with Three.js, Babylon.js or any of the standard glTF playback packages and is completely standard’s compliant.
Here we have a basic animation of a koala moving with a sword.
We can create content for this new platform in very much the same way we do when targeting Flash Player or HTML5 Canvas.
Let's have a look at the Publish Settings.
Publishing animations as glTF or GLB files
This is a WebGL-glTF standard file.
In our Publish Settings we can provide an output name and location and we can choose what format to output, either a glB file or glTF.
Here we can specify image resolution and whether to remove white spaces in JSON file.
The standard choices apply here of looping timeline or not and including hidden layers.
I'm going to put the output name as koala and hit Publish.
There we go it's been published for us.
So here I've gone to sandbox.babylon.JS.com.
Viewing published content in Babylon.js
This allows us to drop any glTF or glB files onto the standards compliant playback.
Looking within where I published this stuff if we go into assets, and then koala, Scene_1 I can find the GLB file that was created.
Let's go ahead and drop this directly on to the playback and there's our koala.
Now whereas the WebGL-glTF standard does play back
Recognizing limitations of the standard glTF workflow
in standards compliant playbacks it does have its limitations.
For example, we have this particular animation here in which we play, and we see the little man and he's dancing.
Now let's go ahead and publish a GLB file for this animation as well.
Here we're not going to include hidden layers and Publish.
OK.
Popping back over to the babylon.JS playback there we have our old man except you'll notice here that his foot isn't exactly attached to his ankle anymore and there are some additional layering issues.
It's important to know that you'll see these type of issues as support is evolving.
You can however circumvent this by using many of the existing functionalities in Animate by doing something like a break apart or converting to bitmap instead of using a transformal skew which is what's causing this particular problem.
Using the extended glTF format for advanced animations
Now, here is the same animation using WebGL-glTF extended.
As the name implies, we've extended the functionality of glTF in the glTF extended document type.
The extended version is more specific to Animate focused on advanced animation, with interactivity, filter support, and includes transformations like skew that caused such a problem with this foot. in the standard version.
Let's go ahead and test this out Control, Test.
And there he is.
When published with Animate, you'll see the result being smooth animation.
What you learned:
Export to WebGL GLTF platforms
Explore the difference between the standards-based WebGL GLTF (Standard) and advanced interactive animations with the WebGL GLTF (Extended) document type
Publish a GLB or GLTF file and run it on Babylon.js runtime
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