Tag Archives: Adobe

Export vector graphics from Flash CC to Illustrator CC

If you’ve used Adobe creative suite/creative cloud programs for any length of time, you know they have some big quirks. One of the things that as always irked me was how difficult it is to get Flash vectors into Illustrator, even though the other way is as easy as copy/paste.

Flash CC 2014 added a new “export to SVG” option, which is great – Illustrator natively supports SVG! However, in my experience, Illustrator often crashes when opening said SVG file. In order to not crash Illustrator, here are some instructions (I’m using the CC 2014 versions of both Flash and Illustrator):

  1. Copy and paste the symbol you’re exporting into a new FLA (this removes unused symbols).
  2. go into every symbol in the library and delete all empty/hidden/guide/code layers.
  3. go to file > export image and choose SVG.
  4. open the SVG file in Illustrator – everything should be there!

I found the workaround here: https://forums.adobe.com/thread/1573625

ANE for iOS with Custom Framework – Using Custom Fonts

We’re developing a set of games for iOS, some objective-C and some using Adobe AIR, and we’re using an iOS custom framework to hold a bunch of storyboard-based screens that we want to use across all the apps.

On the AIR side, we’ve created an Adobe Native Extension and figured out how to include our framework in it. This may be a subject for another blog post, because it was quite complicated, but this post really helped us figure out how to get all the images, storyboards, and sound files (among other assets) to get included in the ANE, and thus into the final app. We also used it to include our custom font file that the storyboards made heavy use of.

However, this was not enough. Using this post, I was able to troubleshoot all the possible steps that could go wrong. I had to make sure that the .ttf file got included in the final output of the framework, but the real key was Step 4 – adding the font information to your app’s info.plist file. Since an ANE is NOT an app, these keys need to go in the info.plist of the final app the ANE gets included in. But AIR apps use an Application Descriptor File, not an info.plist file. The info.plist file of the completed .IPA is auto-generated when the app is built.

Not to worry, Adobe has provided a place in said app descriptor file where you can specify items to add to the auto-generated info.plist. Appropriately enough, it’s called the InfoAdditions element. The content of this element must be wrapped in CDATA tags, and anything inside it will be added to the info.plist of the final app. So, in an XCode sample app, I followed step 4 above and created the required key/value in XCode’s graphical plist editor, and then opened the generated file in a text editor and copy/pasted those values. Here’s what I got:

<key>UIAppFonts</key>
<array>
	<string>name-of-your-font.ttf</string>
</array>

And here’s what that looks like pasted into an InfoAdditions tag in the app descriptor:

<iPhone>
	<InfoAdditions><!&#91;CDATA&#91;
		<key>UIAppFonts</key>
		<array>
			<string>name-of-your-font.ttf</string>
		</array>
	&#93;&#93;></InfoAdditions>
</iPhone>

I’ve omitted lots of other things that are in my descriptor for brevity – keys specifying minimum iOS version, custom URL schemes, which devices the app targets – but you get the idea.

Once I had this all put together, it worked like a charm! Our storyboards look great as ever with their custom fonts!