Flash Pro CC vs CS6, Import to Stage

Seemingly simple question:
In CS6, you can, through the menu, Import to Stage a .swf file into a Movie Clip symbol.
In CC, you cannot.  Attempting to Import to Stage a .swf file into a Movie Clip throws an error.
Why was this functionality removed in CC?

I'm going to have to disagree with you on that one.  I'm genuinely curious, though.  It seems like they kept that functionality for all previously supported file types except .swf.  They allow it to work in CS6, and loading a project into CC that you've put through this process in CS6 works just fine - you just have to have CS6 available to Import to Stage that .swf in the first place, which is ridiculous.

Similar Messages

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    I've noticed a strange issue when opening fla files in Flash Pro CS6 that have been edited in Flash Pro CC. If there are library items in the fla with names that include symbols such as ">" or ".", unicode named symbols are created and the original symobls are unuseable. There are many symbols that cause the issue and the symbols just have to be a part of the name.
    Steps to reproduce:
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    2) Add a single movieclip to the library with a symbol name of ">".
    3) Save the file.
    4) Open the file in Flash Pro CS6.
    Results:
    Library contains 2 symbols, one named ">" and one named "&#062".
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    After that double clicking the symbol named ">" will do nothing and instances of the symbol will have all their content removed.
    This issue is breaking a JSFL script I wrote that loops the library items. When the script attempts to access item.layerCount the script errors out. My team is blocked from using Flash Pro CC in combination with Flash Pro CS6 because of this issue. The only good solution I can think of is to all switch to CC at the same time to avoid converting our fla files to CS6 from CC.
    Any info on a fix for this issue would be appreciated.

    The dialog you get when you open the FLA in CS6 is that new features may not be available in CS6 so you should save it to a new file to avoid corruption. There's no "save down" from CC to CS6 (yet). So opening the file in CS6 isn't advisable in the first place.
    That said, library items are supported between them both so to your point, yes, I get the same exact behavior. A single symbol named ">" in CC produces 2 library items in CS6 named ">" and "&#062", and the original item is lost. Although I'm not sure where I'd classify this issue being you shouldn't be opening a newer version file from an older version of the application. I did also try XFL, same issue. If they decide to create a save-down to CS6 and this still exists, I'd consider it a bug.
    As for a fix, I think about the only thing that comes to mind is identify the characters causing issues and run a JSFL in CC to rename the library item temporarily to something you know will work fine. Then once back in CS6, run the JSFL opposite to convert them back to what you want. e.g. "this > that" to "this XYZ that" in CC, then "this XYZ that" to "this > that" in CS6. Shouldn't be too hard to map as long as the replacement is unique.

  • Flash Pro CC - Reverse Upgrade: Import functions gone

    I use Flash for one thing only: creating graphic assets in the Library which are assigned class names and exported to SWCs. I do all my development in an IDE (PowerFlasher). A big part of this process is converting Illustrator and Photoshop assets into Flash libraries.
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    Hi Sudeshna sarkar
    Are you serious. First you drop Action Script 2.0 and now you take away a very important feature like this because it's too complex for other users. This is the most ridiculous thing I've ever heard of. Just put the more advanced features under an advanced setting. This way you can have the simplified version for those that found it complex to use and the advanced features for those that desperately need it. Everybody wins. 
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    So from what I am hearing this is your approach for example you have a illustrator file with lets say 8 layers in it. If we save the illustrator with all 8 layers. Flash CC will import all 8 layers giving us no option to select the layers we want like we had in CS6. So if I just want 2 layers on I have to go and save another file with just 2 layers on so it will only import those 2 layers. So tell me how am I going to name these files. Filename_2_layers_on.ai then Filename_5_layers_on.ai. How ridiculous is that.
    There is lots of times people import an illustrator file into flash only to realilze later on that they want to import another layer maybe from another illustrator file or another project all together or maybe you decide to add another layer to your project. The way you guys have it everytime someone has to do one of these things and believe me these are just some examples of diffrent scenarios users face, they have to save off a different file version everytime or if they don't save off diffrent versions then if I want to get one layer our of a 100 layer file. Flash CC will import all 100 layers to the stage so I can get that one layer I wanted. Now I have to go and delete all 99 extra layers. I don't know about you but this way of thinking is way more complex and definitely not user friendly.
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    Adam great post you are so right on everything you said. This seriously needs to be fixed asap 

  • BUG - saving with both flash pro CS6 and CC causes library symbol names to change

    Concise problem statement:
    If you save with flash pro CC and then save with CS6, in the library panel, symbol names are changed.
    Specifically, pipes | and trailing spaces ("|Divider", "Divider ") get replaced by escape sequences ("&#124Divider", "Divider&#032" ...) Ampersands & and number signs # also get replaced, such that symbol names grow exponentially if you continue to save with both flash pro CC and CS6 ("Divider&#032", "Divider&#038&#035032", "Divider&#038&#035038&#038&#035035032" ...) This makes it difficult to transition a team from CS6 to CC.
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    Hi,
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    As a workaround, request you to use only Underscore or Hyphen as special characters while naming symbols or library layers etc.
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    Make sure you have your FLA open that contains the FLVPlayback. When I close that FLA, Flash CC stops with the fl.* auto completion:
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