# Funexpected Flash Tools Performs Adobe Animate project rasterization && exporting for using with Godot Engine + [Flash Module](https://github.com/funexpected/godot-flash-module) ## Installation ### MacOS Open Terminal application, paste this code, press `Enter`: ``` /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/funexpected/flash-tools/master/install.sh)" ``` ### Windows [Download](https://github.com/funexpected/flash-tools/releases/latest/download/funexpected-tools.zip) latest Flash Tools release, unzip, copy `Funexpected Tools` folder into Adobe Animate `Configuration\Commands` directory: ``` \Users\username\AppData\Local\Adobe\Animate \\Configuration\Commands ``` ## Usage ### Export Export command prepare project for using it with Godot Engine. It runs in several phases - save current project into temporary location - rasterizes all assets (Symbols and Shapes) - generate SpriteSheetes of rasterized assets - removes unused data - comress result Source project leaves untouched, so this command is pretty safe. Export can be done in three ways: - **Document** exports main document and all dependencies. - **Library** exports every root item of your library - **Selected** exports current edited screen (scene or library item). ### Rasterize Current Screen While `Export` command do not change your project, `Rasterize Current Screen` chnage your current project and prepare exacly same rastersization. It may be useful for speeding up export process of big projects. ## Roadmap - [ ] add docs and tutorials - [x] convert Canvas-based documents into legacy before exporting - [x] add `About` and `Check For Updates` commands - [ ] add ability to automaticaly open exported project in godot for testing purposes - [ ] support Warp Tool - [ ] support sounds