A suite of optimized JSFL scripts for Adobe Animate / Flash Professional that natively exports animations, symbols, and vector shapes directly to Godot Engine 4 (.tscn files).
- Native Vector Extraction (
Polygon2D): Automatically converts Flash shapes and gradients into native GodotPolygon2Dnodes. Supports complex geometry with hole management (via bridges), T-junction repair, and utilizes adaptive Casteljau subdivision for perfectly smooth Bezier curves. - Animation Baking: Converts Flash interpolations (Tweens) and keyframes directly into native tracks for Godot's
AnimationPlayer(handlesposition,rotation,scale,visible, andcolor). Also manages timeline slicing via Flash labels. - Masks & Shaders: Faithfully reproduces Flash clipping masks (
clip_children), ColorTransform effects (color offsets), and blend modes (add,multiply) through the automatic generation of dedicated.gdshaderfiles. - Group Safety: Non-destructive process that temporarily converts static groups into symbols to preserve their absolute transformation matrices.
For the pipeline to work correctly, you must keep the following folder structure:
π flash-to-godot/
β
βββ π main.jsfl # Main script (UI entry point)
β
βββ π modules/
βββ π inspector.jsfl # FLA metadata analyzer and extractor
βββ π godotBuilder.jsfl # .tscn scenes, shaders, and animations compiler
- Adobe Animate (or Flash Pro with JSFL API support).
- Godot Engine 4.x (generated files target Godot 4's standard scene format 3).
- Open your animation or
.fladocument in Adobe Animate. - Go to the top menu: Commands > Run Command...
- Select the
main.jsflfile at the root of this folder. - A file explorer window will open: select the root folder of your Godot project (the folder containing the
project.godotfile). - The script automatically calculates relative paths, creates the necessary folder tree, and processes the elements. You can monitor the real-time progress in the Output panel of Adobe Animate.
Once the pipeline has finished, the following files will be generated inside your Godot project:
π YourGodotProject/
β
βββ π main.tscn # Reconstructed main scene (active Flash scene)
β
βββ π shaders/ # CanvasItem shaders to reproduce Flash effects
β βββ π§ͺ flash_color_normal.gdshader # ColorTransform support (Offsets)
β βββ π§ͺ flash_color_add.gdshader # "Add" / "Screen" blend mode
β βββ π§ͺ flash_color_mul.gdshader # "Multiply" blend mode
β
βββ π symbols/ # Godot sub-scenes (.tscn) generated for MovieClips
βββ π MyNestedSymbol.tscn
βββ ...
(Files named debug_data.json and debug_log.txt will also be generated at the root to assist in troubleshooting).
- Scripts (AS3/JS): Code is ignored; only visual properties and animations are exported.
- Massive Vector Files: Very complex shapes or those with an enormous amount of details may temporarily freeze Animate's UI during the export.
- Guide Layers: Guide Layers are respected and exported as hidden nodes (
visible = false).