Initializing... drag & drop files here
Supports: SWF
.swf file or click "+ Add Files" to select from your computer. Batch upload is supported — drop multiple Flash files and convert them in one pass.Adobe officially ended Flash Player support on December 31, 2020, and all modern browsers (Chrome, Firefox, Edge, Safari) removed the Flash plugin shortly after. SWF files no longer play natively anywhere — converting to MOV gives you a future-proof video that opens in QuickTime, Final Cut Pro, iMovie, and every macOS / iOS device without an emulator. Common reasons to convert:
| Property | SWF (Small Web Format) | MOV (QuickTime) |
|---|---|---|
| Original purpose | Web-delivered vector animation and interactivity | Multimedia container for editing and playback |
| Created by | FutureWave (1996) → Macromedia → Adobe | Apple Inc. (1991, QuickTime 1.0) |
| Type | Animation + interactivity (ActionScript) | Container holding video, audio, subtitles, timecode |
| Common codecs | Vector shapes, FLV1, VP6, H.264 (later versions) | H.264, H.265, ProRes, MJPEG, DV |
| Audio | MP3, ADPCM, Nellymoser, Speex | AAC, AC3, PCM, ALAC |
| Browser support today | None — Adobe Flash EOL December 31, 2020 | Native in Safari; widely supported elsewhere |
| Native player | Adobe Flash Player (discontinued); Ruffle emulator | QuickTime Player, Final Cut, iMovie, VLC |
| Interactivity | Yes (ActionScript 1/2/3) | No — playback only |
| Status | Legacy / preservation only | Actively used (Apple pro video pipeline) |
| Codec | Best For | Notes |
|---|---|---|
| H.264 (default) | Universal playback, web, social, archival | Hardware-decoded on every Mac / iPhone / iPad / Apple TV since 2010; great quality at moderate bitrate |
| H.265 / HEVC | Smaller files, 4K archives | ~40-50% smaller than H.264 at same quality; needs macOS High Sierra (2017) or iOS 11+ |
| MPEG-4 (Part 2) | Older QuickTime 7 players | Larger files than H.264; only pick if you have legacy software that can't decode H.264 |
| MJPEG | Frame-accurate editing | Each frame is a JPEG — huge files but every frame is a keyframe, ideal for scrubbing in non-linear editors |
Need a different output container? Try SWF to MP4 for the most universal modern format, SWF to GIF to keep a Flash animation looping silently on the web, or SWF to MP3 if you only need the audio track.
Adobe ended Flash Player support on December 31, 2020, and all major browsers (Chrome, Firefox, Edge, Safari) removed the Flash plugin in 2020-2021. Standalone Flash projectors still work on Windows / macOS / Linux if you saved an installer beforehand, and the open-source Ruffle emulator plays many SWFs in modern browsers, but neither covers every file. Converting to MOV (or MP4) is the only way to guarantee your animation will keep playing on future devices.
No. MOV is a flat video container — it has no concept of clickable buttons, branching logic, or ActionScript. The converter renders the SWF timeline frame-by-frame to video, so any interactive choose-your-own-adventure or game state will become a linear recording of whichever path the renderer takes (usually the default timeline). If you need interactivity preserved, the only modern option is to re-author the project in HTML5 / WebGL.
Pick H.264 unless you have a specific reason not to. H.264 is hardware-decoded on every Mac, iPhone, iPad, and Apple TV since 2010, plays in Final Cut and iMovie without conversion, and the file size is reasonable. H.265 (HEVC) gives ~40-50% smaller files at the same visual quality but only decodes natively on macOS High Sierra (2017) and iOS 11+. If you're archiving long animations and care about disk space, H.265 is worth it. For sharing or editing, H.264 is the safer default.
Possibly at small render sizes. SWF is resolution-independent (vectors), but MOV stores raster pixels. Set the output resolution to at least the largest size you'll ever display the video — 1080p or higher is a safe default for screen playback, and use 1440p or 2160p if you'll be projecting or embedding into 4K timelines. Picking a low resolution like 480p will lock in pixelation that the original vector source didn't have.
Yes. The default audio codec for MOV output is AAC, and the converter re-encodes any embedded SWF audio (MP3, ADPCM, Nellymoser, Speex) to AAC during the conversion. If your SWF has no audio track, the output MOV will be video-only — QuickTime handles that fine.
SWF stores vector geometry plus a small bytecode program — extremely compact. MOV stores rasterized pixels frame-by-frame at the chosen resolution and bitrate. A 50 KB SWF that runs for 60 seconds can easily become a 20-30 MB MOV at 1080p H.264 because every frame now has actual pixel data. To shrink the output, use the Specific file size option to cap the MB target, lower the resolution, or switch to H.265.
Yes, but two caveats: (1) the renderer plays the default timeline, so any interactive branching is reduced to one linear path, and (2) very long SWFs (multi-minute games with heavy ActionScript) take longer to render frame-by-frame and produce large MOV files. For 30-60 second animations, conversion is fast and the output stays compact.
Not anymore. MOV with H.264 + AAC plays natively in QuickTime, but it also plays in VLC, Windows 10/11 (Movies & TV app via the H.264 / HEVC extensions), Plex, every modern browser that supports HTML5 <video>, Final Cut, iMovie, Adobe Premiere, and DaVinci Resolve. If you specifically need a .mp4 extension for compatibility with older Windows tools, see SWF to MP4 — the underlying codec is the same H.264.
MOV and MP4 share the same lineage — MP4 is based on the QuickTime file format (ISO Base Media File Format, derived from MOV). For H.264 + AAC content, the two are nearly identical inside and you can often rename .mov to .mp4 and it will still play. Pick MOV if you're staying in the Apple ecosystem (Final Cut, iMovie, QuickTime) or need ProRes / DV codecs; pick MP4 for maximum cross-platform compatibility with Windows and Android.