Downloads

Flanimate Power Tools v.6.5 Standard (free) for Windows and Mac

File Works with License Download
EDAPT Setup v.6.5.0.0.zipWhat's new? Flash 8, CS all, CC all See full list EULA Download Now
Please note: SMR Inverse Kinematics is available as a premium feature. Read more…

The software can be used for commercial productions and projects.
Installation instructions are available here.

Sample Files

File Type Works with License Download
SMR MagneBot v3d.fla Character rig Flash 8, CS all, CC all CC BY-NC-SA Download Now
SMR KineFox v2d.fla Character rig Flash 8, CS all, CC all CC BY-NC-SA Download Now
SMR Rabbit v2e.fla Character rig Flash 8, CS all, CC all CC BY-NC-SA Download Now
SMR Mademoiselle D v1f.fla Character rig Flash 8, CS all, CC all CC BY-NC-SA Download Now
SMR FreeStyle RoboKit v1b.zip Character rig Flash 8, CS all, CC all CC BY-NC-SA Download Now
Movie Template v3c.fla.zip Template Flash 8, CS all, CC all CC BY-NC-SA Download Now
Storyboard Template.fla.zip Template Flash 8, CS all, CC all CC BY-NC-SA Download Now
Animate 22 Mac users: This version has a new bug and cannot open the sample files above.
As a temporary solution, download this ZIP, which contains all the character rigs + EDAPT Movie Template in AA 22 format for Mac.
Note to Animate users, regarding the sample FLA files

All sample FLA files are in Flash 8 format for compatibility with older versions of Flash.
When you first open one of these files, Animate will show a generic message:

Just click OK and save the file in the newer Animate format. The message will not appear again.

The character Flash builds above are designed to be used for test or educational purposes only.
Selling them or using them in commercial projects is strictly prohibited.

 
Comments

You're the best! Perfect Tools. Thanks!

Hi Before I go and use this wonderful tool in production. Will it be possible to upgrade to V4 mid production?
I must say stumbling across these flash powertools is awesome!! Tutorials are nice and clear too!

Hi Jeroon,

Glad you found us and welcome!

Short answer is 'yes'.

Switching from 3.5 to 4.0 will be literally a matter of a few clicks. All rigs will work while you will have richer SMR functionality with additional features for Smart Transform, Smart Magnet Joint as well as the new KineFlex.

We design and develop the tools with advanced users and industry professionals in mind. We understand how important version compatibility is and always take conservative approaches to UX.

This project has been in development since 2009-2010 with our first official release in 2011. In the last few years it has really matured and developed way beyond our humble initial goals. Our plans for v.5 are very exciting too.

Look around and if you like the experience, help spread the word.
Also never hesitate to contact us if you have any questions or if you come across any difficulties.
We try to always support our releases with good documentation and with v.4 there will be videos accompanying each of the tools.

Best!

I was using your tools and was so happy about them!
Unfortunately in the latest Prerelease build CC19 (build M9) some of them stopped working. One important tool is Timeline Block To Symbol, which now just crashes Animate… Is there any chance there will be an update for this?

Hello Danas!

Glad to hear you like the tools!

It will be rushed and premature to try to write fixes before Adobe have a stable release of CC19.
These pre-release builds are not even alpha and they keep fiddling with all kinds of things all of the time, breaking transformation matrices, etc.

You may also realise that none of the CC19 new functionality (layer parenting, tagged swatches) is available to control via the API. We have tried to speak about this with the dev team in Bangalore with no results for now.

Best regards!

Thank you so much for these! I'm just starting to teach myself how to make cartoons in Flash and this looks like it will be incredibly helpful in the learning process.

You're most welcome, mate!

Since you're just starting check out the step-by-step tutorial on how to set up your characters for animation and also the fundamental article on Classic Tween workflow.

Good luck!

Mohamed Zouioueche

Thank's for the tools they are awsome, i'm just asking myself if there is a video that shows how to use face emotions by breaking the symbol on the robot puppet…

Hi mate,

There is nothing special about the break-apart workflow. Head angles are just wrapped inside a common container to avoid symbol swapping. When you break apart you end up with one head container that has all facial features inside.
You run this in sync with your character timeline and change facial expressions when you need inside the head.

More information is available here and here.

hi, my name is Yazan
when I downloaded the rabbit they told me that it is not supported
what do i do

Hi Yazan,

All sample files are in AS2 format for compatibility with older versions of Flash.
Just click OK, when you see the message and then save with your current version of Animate. That is all.

Enjoy!

These tools are great! Thanks for making them available.

You're most welcome, Stephen!
We're glad you found us 🙂

Amazing tools >> Thank you so much

Enjoy, Nadia! 🙂

I was wondering if you are planning to release a demo of the Mademoiselle D'Edaptoix character rig? I am attempting to do a similar character structure for a project and I was hoping to learn a thing or two about how you placed the parts to achieve what you did. Great work on these tools. I can't imagine using the app without these plug-ins anymore! - Paul

Hi Paul,

Thank you for the kind words!
We're really glad to hear that you enjoy using the tools.

Mademoiselle D'Edaptoix will be a part of our upcoming v.6 big IK release.
She will join the rest of our free-to-download Smart Magnet Rigs.
There is still some work to be done on the character and the release is a few months away.

What I can and will do now is I can take a few screen shots of the character as outlines and send them to you in an email.
Please, send me a short message to the address specified above the contact form and I will reply to it.

Hi Nick,

Thank you for the amazing tools you've created! I came upon your website by accident and what a lucky one was it! Ever since I come here every once in a while to drain some of the wisdom you shared 🙂 

I created several characters with your tools but when I decided to do a 360 view of one of the characters I got stuck! I created the profile pose first and then I started to do the rest. How do you manage the center points and the magnet targets for the new poses? Do you create them from scratch or you use the ones created for the first pose? I studied the Magnebot you have created but still, I can't get it. Can you give m a quick brief of what your process is of making a 360 view of a character or even better if there is a tutorial on how to make a 360 view with the SMR would be great!

Thanks once again for the great work! I can't wait for the v.6 to come out!

I will quote Paul Ruda here: "I can't imagine using the app without these plug-ins anymore!"

Cheers!

Hi Yaz,

We're really glad you found us!
Thank you for the kind words!

I know it's a little tricky to figure out how exactly to approach rigging a full turnaround.
I should do a proper tutorial about this, but it is a lot of work and we are so busy with the tools' development that I never seem to get enough time to think and organize it. Most likely it will happen one day, but it may be a year or two from now…

So I will try to answer your questions here.

It got a little too long, so I'll put it in a toggle box 🙂

How to make sure your multiple views are part of the same SM Rig

In Smart Magnet Rigs, metadata (SMR info) is written in two places - the symbol instances (Keyframes) and the Magnet Targets. So it is important to consider this when making decisions how to maintain this invisible information across all elements of your different views, i.e. how all upper arms angles, for example, to snap to the correct MT to all upper torso angles.
"Roll Over Rig info" and "Edit Magnet Targets" in the hamburger menu of the SMR panel (we are making these two more prominent as buttons in SMR Helpers in v.6) allow to transfer or edit SMR info.
The former works with symbol instances, the latter - with the metadata of Magnet Targets. They are handy if you need to quickly fix an issue, but it will be more practical to avoid issues in the first place.

How to approach building your views, would probably be determined by the design and intended usage in animation.

I prefer to nest as much as I can in the same container, so - if we take the MagneBot as an example - all upper torso angles are frames inside a universal Torso symbol. This allows easy switching between views. But the same can be achieved if they were separate and we swap one symbol with another on the timeline.

Since in turnarounds joints are horizontally aligned, there should be no problems with where the Reg Points of elements are.
You do one angle - I'd probably start with the 34, because it is what is usually the most frequently used - and then create a Keyframe to the right and use it as the basis for the next view, for example profile.
For the head I will go Duplicate Symbol and then work within the duplicate; for the torso and neck I probably will prefer to to add a frame inside each of them. It can be the second frame, or it can be with some offset, if later you intend to add in-betweens to be able to have a smooth transition between 34 and profile.
On this other keyframe I will do the clean up for the side view and will copy the MTs from the 34 views and position them where the shoulder joints should be. This will ensure that the arms will snap correctly.
For the arms, I might want to create duplicates, the way I did with the head. When you use Duplicate Symbol, the SMR info of the original instance will be retained and the MT is already present from your original symbol, so the new 'side view' arms will snap to both the 34 and profile views of the torso.
Whether you would choose to have separate symbols, i.e. duplicates, or frames inside the existing ones is determined by the nature of your design and preferences.
All hands and feet should always be in just one container for the hand and, respectively, the foot.

This is really all that is to it.
You create one view and then you base all your other views on it.
You can work on the same timeline and then separate the views or you can duplicate the container and work on one view only in each container.

You can even take a different approach. Copy/pasting the MTs from existing rigged elements of one view into the new symbols of a new view - for example the hip joint MTs from the 34 pelvis to the side view pelvis.
On the outside you can paste the keyframes from your originally rigged view, select them and execute Roll Over Rig Info. The command will transfer the instances' metadata over to your new instances and again you will have a fully functional SM Rig, with interchangeable body parts and showing different angles/views.

I hope all this makes sense!

If anything is unclear, please, ask and I will try to explain better.

Best regards!

Thank you Nick for taking the time to write such a detailed explanation!
I will do some tests and I will let you know if some more clarity is needed!

Keep on going with the good work!

Cheers!

EDAP V6 Release date ?

Please, follow us on Facebook and YouTube or keep an eye on this site for the announcement when v.6 is released.

Is there a way to stop the Output panel from opening every time I open Flash after installing? It's getting quite annoying

1. Go to Commands > EDAPT Control Panel > Miscellaneous and from the drop-down Display in Output Panel choose either Errors only or None.
2. Float the Output Panel and click on the Collapse to icons button in the upper right corner.

Leave the panel icon floating somewhere and make sure that Auto-Collapse Icon Panels option in Edit > Preferences is active.

until now still waiting for version 6.0

No need to post multiple times the same, Yoga.
I've already replied to you the first time.

keep the spirit for version 6.0

While executing install uninstall EDapt . Jsfl, the following error occurred:
At line 155 0f file "setup.jstl".
Error occurred: creation of dailog box cantrol failed ..
Help me this was pop up in my window while installing

Please, do a screen recording of the failed installation and post a link to the video.
Also include your version of Flash / Animate, version of OS, screen resolution and number of displays.

I can't install the smr tool in adobe 2021? Please help

Please, be more specific about what fails and where.
Ideally, do a screen recording and post a link to the video, so that we can see the problem and try to help.

Hi there, this toolset is amazing. Diving in to understand rigging as built by professionals! Thanks for the endeavour. 

Quick question, I can't open demo source files (eg Mademoiselle D) in latest Adobe Animate (version 22.0). Is there an older version of Animate I should roll back to ? Thanks!

"An error occurred opening the file…"

Hi Sam,
Thank you for the kind words!
We hope that you will enjoy the experience!

EDIT: It seems that there is a problem specific to the mac version of AA22. The files do not open with the error quoted. They open fine in AA 21 and in AA22 on Windows also.

Thank you for letting us know!

EDIT2: As a temporary solution I packed the sample rigs in AA22 format into a ZIP and added them at the bottom of the table.

These should open fine on the mac.

Hope this helps!

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