Hi I am new to captivate. Using Captivate 17. When I use the zoom area feature from objects the destination image just appears it does not zoom. The zoom source is in a different location to the zoom destination and destination is larger. I cannot find any controls to change the timing of the zoom so that the image ‘zooms’ and doesnt just appear. Can anyone help. Thank you.
Here’s another question related to a project I previously asked a question about.
I’m trying to make an object slide off the page to the right, change it’s state, and then slide back on to the page from the right. The problem is that one effect seems to be cancelling out the other. Here is the preview of the action:
Note that LefttoRight and RighttoLeft are both “custom” actions because I needed them to move specific distances. I loaded the custom actions I saved (slideIn and slideOut), but the names changed when I saved the action.
Before I added the “Delay Next Action” command, the first effect (left to right, duration .4 sec) couldn’t be seen executing…instead the object seemed to disappear and then the object, with the state changed, would slide in from right to left. After I added the delay, the object slides off the page (left to right) but never comes back (no right to left).
Any idea what I’m missing?
In this video tutorial, I show you how you can use effects in Adobe Captivate to create the effect of a baseball card flip. For example, on one side of the card you have the image of the baseball player and on the back side, you have the player’s statistics. This could also be used to simulate what recipe cards might look like or used in credit card training that teaches employees to check for the signature of a client, and so on.
In this example, I used the baseball card for Bo Obama, President Barack Obama’s pet dog. Don’t ask me why they made a baseball card for the family pet, but like all government photography, it’s in the public domain so I’m free to use it for this example.
My Patreon subscribers can download the project file for this video.
Having created eCards in the past using Flash, I wondered how far I could go in Captivate to create a animated video eCard. Since Captivate features a timeline and includes effects and motion paths I thought I could create a sequence and output to video. With a few concepts outlined in a storyboard I began work in Captivate to see what was possible. Although this is not really what Captivate was meant to do, it allowed me to get creative and dive deeper into features I don’t always use on a day to day basis when creating eLessons.
Let me know if you are interested in how this was put together, as I plan on posting the details on my blog.
What would better way to kick off my YouTube channel that with a holiday eCard! You can view it here:
In this Adobe Captivate eLearning Livestream, I will share with you some of my best practices for creating a really great title page for your eLearning project.
As per usual, I will also be taking questions if time permits so get your Captivate Questions ready for the Live Chat.
Follow the link right now to set up a reminder to get notified when this event becomes live on October 10th, 10 AM EDT.
If you enjoy my LIVE STREAMS, please share them with your colleagues and don’t forget to subscribe to my YouTube channel to make sure you’re notified of all my upcoming events. If you subscribe to my YouTube channel you will receive my Adobe Captivate 2017 – Responsive Custom Quiz Questions online course from Udemy for only $10 (a $50 value).
The best way to beat the boredom in eLearning courses is to make them engaging and interactive. But adding learner interactivity in the courses can be time-consuming, and to some extent, challenging as well. These interactions also need to be relevant to the learning goals as well as help make the learning experience interesting.
During this session, you will learn simple ways to add interactivity in your eLearning courses using interactive objects, multi-state objects, drag and drops, effects, and actions in Adobe Captivate. You will also learn about the best practices to quickly convert drab and boring content to vibrant interactive eLearning.
Webinar title: Simple Steps to Create Stunning Interactions in Adobe Captivate
Date and time: Wed, Sep 06, 2017 at 9 AM Pacific / 12 PM Eastern
I know that a lot of users still use Captivate 9, so I put this video that shows a way to make a loop animation with Captivate 9.
The purpose of this video consists in showing how to illustrate a background with a loop animation.
The process shows a scenery running in loop and the way to design it: by creating visual cycles within a picture as we do in cartoons, then by applying an animation effect to this created picture, and finally by editing a Captivate script.
A lot of people have already found this video very useful for their projects.
For Captivate 2017 users: even if the way to make loop animations is now easier with the new “While” action, you will be able to see the way we can create visual cycles within a picture in order to reuse it, if you want to animate a background/scenery filling all the wide of your screen.
You can watch this video from the following link:
With Captivate 9 multistate objects was one of the most welcome new features. In previous versions only buttons and shape buttons had states like ‘Rollover’ (hover) and ‘Down’. Interactive objects like buttons/shape buttons have InBuilt States: ‘Normal’, ‘Rollover’, Down and with Captivate 2017 a fourth InBuilt state was added: ‘Visited’. For all objects, static or interactive, you can create custom states..
Less known is the presence of InBuilt states for all objects in a Drag&Drop slide, both for drag sources and for drop targets. Custom states can be added as well. Both InBuilt states and custom states have some limitations similar to the Inbuilt states for buttons. Drag&Drop objects have also limitations for extra custom states.
- The first use case has only two drag sources, one of them being correct, the other incorrect. There is one drop target, the cup. Watch the different InBuilt states both for the two drag sources which have identical InBuilt states and for the drop target. All objects also have one extra custom state. Because of my manipulation of the states on Submit, the default Reset button will not return you to a fresh start if you have used the Submit button. You’ll have to use the custom ‘My Reset’ button in that case.
- In the second use case you’ll see 7 drag sources and 2 target objects: the box and the trashcan. You are supposed to drag all sources to the appropriate target. You’ll find the ‘My Reset’ button here as well.
Drag Sources: states
- Normal state (InBuilt): is the Default state. This state will appear before dragging, and will re-appear if a drag source is sent back to its original position as well (for an incorrect object). The size of this state is important, because several states are locked to the same size. You can rotate the Normal state (watch the rotate handle at the top), which will also lock some of the states to the same rotation.
- Dragover state (InBuilt): this state appears when the drag source is over a drop target and will remain so until the object is dropped on or moved away from the target. This state is not locked, it can be resized and rotated.
- DropAccept state (InBuilt): will appear after dropping a drag source on the drop target, it will replace the Dragover state and become permanent. It is totally locked (watch the lock symbol bottom right): will keep the same size as the Normal state, cannot be rotated. Be careful: if you allow all drag sources, both correct and incorrect, to be dropped on the target, the DropAccept state will also appear for correct and incorrect objects! If you only allow the correct drag sources to be dropped, this state will only appear for them.
- DropReject state (InBuilt): will appear after dropping an incorrect drag source on the drop target if the target is not set to allow All objects to be dropped. It will replace the Dragover state. When the incorrect object is sent back to its original position, the DropReject state is replaced by the Normal state. Like the DropAccept state this state is totally locked: no resizing, no rotation possible
- DragStart state (InBuilt): this state appears when you start the dragging movement until you are over a drop target, where it will be replaced by the DragOver state. The state is not locked, it can be resized and rotated.
- Custom state: this state is also fully locked to the rotation and size of the Normal state. As written before, you cannot even add objects in this state (which is possible for buttons). That is a limitation, in many cases you’ll want to revert to the old method of hide/show objects. For this example it seems as if I added the image of the wings, but I’m just cheating: for all states I used smart shapes. That way I was able to change the form of the shape (Replace shape), to change its fill and stroke. For the InBuilt states I used gradients or solid colors as Fill, for this custom state I used Image Fill. Since a shape can also be used as Text container, it was possible to change the labels of the states as well. If you are not yet member of the Smartshape fan-club, maybe…
Drop Targets: states
The Drop Targets have 6 InBuilt States (see slide 3 in movie). Three of those states have a name that is identical to an existing state for the drag sources: DragOver, DropAccept and DropReject. For Drop Targets you can add objects to all states, both InBuilt and custom states. Some states appear immediately, other states only appear after Submitting the exercise. Here is the overview, again with a visual reminder from the first use case in the example movie.
- Normal state (InBuilt): is the Default state. This state will be the main state before the Submit button is clicked. It can be replaced by another state but that will only be for a short duration. The size of this state is important, because several states are locked to the same size. You can rotate the Normal state, which will also lock some of the states to the same rotation.
- Dragover state (InBuilt): this state appears when a drag source is over the drop target and will remain so until the object is dropped on or moved away from the target. This state is not locked, it can be resized and rotated.
- DropAccept state (InBuilt): will appear after dropping a drag source on the drop target, it will replace the Dragover state. However this state will remain visible only for a short duration. Then the Normal state will re-appear. The reason is that a drop target can accept multiple drag sources, and has to be ready to ‘accept’ or ‘reject’ the next drag source. It is totally locked: will keep the same size as the Normal state, cannot be rotated. But, as told, you can add objects, which was the case in the example movie (adding the wings).
- DropReject state (InBuilt): will appear after dropping an incorrect drag source on the drop target if the target is not set to allow All objects to be dropped. It will replace the Dragover state. The state will appear for a short duration before reverting to the Normal state. State is It is totally locked: will keep the same size as the Normal state, cannot be rotated. But, as told, you can add objects, which was the case in the example movie (adding the wings).
- DropCorrect state (InBuilt): this state will appear after Submit if the drag source(s) dropped on the target are all correct. It will replace the Normal state permanently. The state is fully locked (to the Normal state): no rotation nor resizing is allowed. You can add objects.
- DropIncorrect state (InBuilt): this state will appear after Submit if the drag source(s) dropped on the target are not all correct. It will replace the Normal state permanently. The state is fully locked (to the Normal state): no rotation nor resizing is allowed. You can add objects.
- Custom state: this state is also fully locked to the rotation and size of the Normal state which is limiting even though you can add objects.
Reset – My Reset
Setup Use Case 1
The advanced action SuccessDD4 has three commands:
- Change State of Target1 to AfterDD
- Hide Gr_Draggers
- Continue to release the playhead
Due to hiding the drag sources with this Success event, the On Enter action of the slide has to ‘reset’ the situation by showing the group Gr_Draggers again. This was combined with the assignment of the user variable v_enter for this slide in the action:
- Assign v_enter with cpInfoCurrentFrame for the Replay action
- Show Gr_Draggers
Use Case 2 ?
I hope you can figure out the setup of this slide. This article is a refurbished version of an older article which I wrote for Captivate 9. Feel free to visit that original post. This second use case has been modified: I edited the SVG’s by roundtripping with Adobe Illustrator, and the surprise at the end is no longer a Xmas surprise.
My plans are to upgrade important older blog posts to CP2017 and HTML5 output. At least if you let me know if this would be appreciated
I’m excited to announce that my new course on Adobe Captivate 2017: Animations and Effects is now available on Lynda.com and LinkedIn Learning. If you don’t have access to Lynda.com, you can use this link to get a free 30-day trial.
Adding animations and effects to your eLearning materials can help make your courses more engaging and interactive. Adobe Captivate 2017 boasts features that can help you create subtle animations and digital effects. In this intermediate-level course, learn how to leverage this functionality to make your eLearning content stand out. Pooja Jaisingh covers a variety of topics, including how to include SWF, GIF, and HTML5 animations, work with transitions, and add emphasis with object and text effects. In addition, she demonstrates how to apply the concepts and techniques covered in the course to build several different animations.
Adding external animations
Using slide and object transitions
Applying timeline-based effects
Applying trigger-based effects
Applying effects to a group of objects
Creating and saving custom effects
Using while loops and delay actions
Creating an animated background and title page
Creating a moving car animation
Slide setup – preparations
- v_counter: starts with a value=0 and will be used in the condition for the While loop to fix the number of repetitions to match the random number in v_dice
- v_stair: is a second counter, that will be used to keep track of the total number of steps done. It is needed to know when top is reached. The staircase has 16 steps. It also starts with a value=0.
- v_null: empty variable (see…) used to reset the v_dice variable after each use of the Play button
- v_roll: starts with a value=0, will track the number of dice rolls needed to complete the steps; that number appears after the top of the stairs is reached. It is a third counter.
- v_anim is used to store a random delay used for the On Enter animation.
Events and actions
- Success event of the Play button, it will trigger an advanced action PlayAct
- Success event of the Click box (Reset) it will trigger the advanced action ResetAct
- On Enter event of the Game slide, which triggers the animations: EnterGame
ResetAct triggered by Click Box
PlayAct triggered by Play Button
Decision 1 ‘Random’ (standard action)
Decision 2 ‘EndCheck’ (conditional IF action)
This decision checks if the character has reached the top by comparing the user variable v_stair with the total number of steps (16). Contrary to v_counter, v_stair is only reset to 0 when re-entering the Game slide (using ResetAct).
The Play button is hidden (to avoid disturbing the rest of the sequence) and the static multistate dice.
The original character disappears, is replaced by a group (character + click box + text balloon) with some default effects.
If the condition is not fulfilled (ELSE), which means the top has not yet been reached, the variable v_roll is incremented by 1.
Decision 3 ‘ShowNumber’ (While loop)
- The number of steps taken by the image cannot go beyond the random number stored in v_dice (see first decision) and
- The total number of steps done, stored in v_stair, cannot be greater than 16, number of steps in this staircase.
The commands to be done while that AND combination results in True are:
- Switching the static dice to the next state (see image of the Object states for this static dice above)
- Character gets on the next step (using custom effect StepUp, but that name has been changed by Captivate to the name of the effect it was based on ‘RightToLeft’.
- The variable v_counter is incremented, it is this variable which is used in the first condition
- The variable v_stair is incremented; that variable is not reset by clicking on the Play button, is necessary to check if the top is reached (decision 2 ‘EndCheck’).
EnterGame triggered by the On Enter event
Here is the Preview, let me know if you need more details
Fire away. Creating this game was a lot of fun, ‘while‘ exploring ‘while‘ loops. Let your creative juices surge!