Flash Vector Illustration Animation Broadcast Media Mobile Computing Games Game Consoles Internet Edutainment Kiosks.

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Presentation transcript:

Flash Vector Illustration Animation Broadcast Media Mobile Computing Games Game Consoles Internet Edutainment Kiosks

Managing Content for Animation GROUPING Purposeprevents auto editing CreatingSelect object(s) MODIFY > GROUP or CMD G EditingDouble click group (quite editing double click off group artwork) UnGroupSelect group MODIFY > BREAK APART or CMD B

Managing Content for Animation GRAPHIC SYMBOLS (Library) Symbols are the most important basic building block of flash. Purposereduce file size by storing a master object that can be reused CreatingSelect object(s) INSERT > CONVERT TO SYMBOL or F8 Name must begin with a letter. May include letters, numbers _. typeVerbNoun BouncingBall_mc

Managing Content for Animation GRAPHIC SYMBOLS (Library) Stored in Library (CMD L) Librarychange names, delete, duplicate, organize with folders, set or reset symbol properties EditDouble click symbol on stage to edit in place Double click in library to edit symbol Instance Symbol on stage Instance property transformations Size, rotation, skew, pivot pt, etc

Managing Content for Animation LAYERS Each object to be animated must be on its own layer. Layers should be named Layers may be repositioned in stacking order Objects can distributed to layers by: Select objects > ctrl click > select distribute to layers

Animation terminology & rules CELLS.Frames keyframe a frame in which you define a change to an object's properties for an animation In the Timeline, you work with frames and keyframes, placing them in the order you want the objects in the frames to appear.

Animation terminology & rules CELLS.Frames You can perform the following modifications on frames or keyframes: Insert, select, delete, and move frames or keyframes Drag frames and keyframes to a new location on the same layer or on a different layer Copy and paste frames and keyframes Convert keyframes to frames Drag an item from the Library panel onto the Stage to add the item to the current keyframe

Animation terminology & rules

Frame Rules Adding Frames MenuSelect the cells on all the layers you want to add frames to and choose INSERT > FRAME. ShortcutF5 ContextualCtrl-click right-click and choose INSERT FRAME from the contextual frame menu. Mouse(cmd) click-hold-drag/(ctr )click-hold-drag the end frame indicator (small rectangular handle at the end of any number of frames on the timeline) out further along the timeline.

Frame Rules Selecting Frames mouseclick-hold-drag (like selecting text in word processor) otherhold SHIFT key and select each frame you want

Frame Rules Deleting Frames MenuINSERT > DELETE FRAMES ShortcutSHIFT F5 ContextualCtrl right click and choose DELETE FRAMES

Keyframe Rules Purposea frame in which you define a change to an object's properties for an animation Additional keyframes are only necessary where properties need to change. Each time you insert a new keyframe (f6), you are making an exact copy of the previous keyframe to which you can then apply a change The more keyframes = greater file size

Keyframe Rules

Adding Keyframes MenuSelect frame/cell choose INSERT > KEYFRAME Shortcut F6 ContextualCtrl (right) click INSERT KEYFRAME Deleting Keyframes MenuSelect keyframe choose INSERT > CLEAR KEYFRAMES ShortcutSHIFT F6 ContextualCtrl (right) click and choose CLEAR KEYFRAMES

Keyframe Rules Purposecreating new keyframe with no artwork in it. Adding Blank Keyframes Menuselect cell/frame INSERT > BLANK KEYFRAME ShortcutF7 ContextualCtrl right click and choose INSERT BLANK KEYFRAME

Manipulating the Timeline Moving Frames/Keyframes 1.Select frame or blocks of frames while holding SHIFT key 2.Click-Hold-Drag the selection to new location

Manipulating the Timeline Copying/duplicating sections of timeline Menu Select section, in menu EDIT > TIMELINE > COPY FRAMES Move cursor to new location EDIT > TIMELINE > PASTE FRAMES ShortcutCMD OPT C CMD OPT V note: this is not a regular copy cmd c MouseOpt/Alt Click-Hold-Drag the selection to new location

Types of Animation 1. Frame-by-Frame Animation Manually changing individual contents of each successive keyframe 2. Motion Tweening (object must be symbol or group) 3. Shape Tweening (object cannot be symbol or group) TWEENING (in between keyframes) Tweening is short for "in between" and refers to filling in the frames between two keyframes. Tweening is a method of animation that takes the position and attributes of an object in a start keyframe, and position and attributes of an object in an end keyframe, and calculates all the animation required to move from start to finish.

Types of Animation