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Adobe Flash CS3 Revealed

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Presentation on theme: "Adobe Flash CS3 Revealed"— Presentation transcript:

1 Adobe Flash CS3 Revealed
CHAPTER 4: CREATING ANIMATION

2 Chapter 4 Lessons Create frame-by-frame animations
Create motion-tweened animation Work with motion guides Create animation effects Animate text Chapter 4

3 Introduction Animation is an important part of a Web site in
E-commerce Education Entertainment Chapter 4

4 How Animation Works Animation is made up of a series of still images
“Persistence of Vision” is the basis for frame rates in animations Frames rates of fps generally provide smooth computer-based animation Frame rates lower than fps often result in jerky images Higher frame rates may result in blurred images Flash uses default frame rate of 12 fps Chapter 4

5 Flash Animation Animation is one of the most powerful features of Flash Basic animation is a simple process Move an object around the stage Change an object’s size, shape, color Apply Special Effects, such as zooming, fading, or a combination of effects Chapter 4

6 Flash Animation Two animation methods Frame-by-frame animation
Tweened animation Chapter 4

7 Understanding Frame-by-Frame Animations
Created by specifying an object that is to appear in each frame of a sequence of frames Useful when you want to change individual parts of an image Depending on complexity, animation can require a lot of time to produce Chapter 4

8 Understanding Frame-by-Frame Animations
Chapter 4

9 Understanding Frame-by-Frame Animations
When creating frame by frame animation, consider the following: The number of different images The number of frames in which each image will appear The movie frame rate Chapter 4

10 Creating Frame-by-Frame Animations
Select the beginning frame of the animation Insert a keyframe on the layer in frame A keyframe signifies a change in an object Place the object on the stage Chapter 4

11 Creating Frame-by-Frame Animations
Insert keyframe where you want change to occur Change the object “Onion skinning” helps placement of image series Chapter 4

12 Fig. 2: The First Six Frames of an Animation
In each frame, the front end of the car is in a different position Chapter 4

13 Fig. 4: Timeline with Keyframes
Chapter 4

14 Fig. 9: Changing the Frame Rate
Chapter 4

15 Create Motion-Tweened Animation
Motion tweening is less tedious than frame animation Create a Start and End frame Flash creates the “in-between” frames Flash only stores the attributes that change from frame to frame, thus creating smaller file sizes than frame animation Chapter 4

16 Create Motion-Tweened Animation
Two types of tweening Shape tweening A “morphing” effect One object slowly turns into another Motion tweening Used to animate objects which are moved, resized, re-colored, or rotated Chapter 4

17 Fig. 10: Motion-tweened Animation
Chapter 4

18 Create Motion-Tweened Animation
Select the starting frame Insert a keyframe, if necessary Position the object on the stage Verify that it is selected Choose the Create Motion Tween command From the Timeline option on the Insert menu Chapter 4

19 Create Motion-Tweened Animation
Insert a keyframe in the ending frame of the animation Move the object and/or make changes to the object Change the object’s size Rotate the object Chapter 4

20 Things to Remember If you change the position of the object, it will move in a direct line from start position to the end position If you reshape an object in the ending keyframe, the object will slowly change from the starting keyframe to the ending Chapter 4

21 Things to Remember When you select an object and create a motion tween, Flash automatically creates a symbol You can remove a motion tween animation by selecting a frame within the tween and using the Remove Tween command Chapter 4

22 Fig. 11: Final Position of First Motion Tween
Starting frame Ending frame Chapter 4

23 Fig. 12: Final Position of Combined Motion Tweens
Chapter 4

24 Work with Motion Guides
Creates a path that will guide moving objects around the stage in any direction Without Motion Guides, animations always travel in straight lines Animations are placed on their own layer beneath a motion guide layer Chapter 4

25 Creating Animation with Motion Guides
Two ways to work with motion guides Insert a guide layer, draw a path, then create an animation and attach the animated object to the path Create an animation, insert a motion guide layer and draw a path, then attach animated object to the path Chapter 4

26 Creating Animation with Motion Guides
Second method described Create a motion-tweened animation Select the layer the animation is on and insert a motion guide layer Draw a path using the Pen, Pencil, Line, Circle, Rectangle, or Brush tools Attach the object to the path by dragging the object by its registration point to the beginning of the path in the first frame, and to the end of the path in the last frame Chapter 4

27 Fig. 17: Motion Guide Layer
Indented layer containing animation that will follow the path created on the guide layer Chapter 4

28 Working with Properties
Tween Specifies motion, shape, or none Scale Tweens the size of an object Ease Specifies the rate of change between tweened frames Ease values are between -100 (slow) and 100 (fast) Chapter 4

29 Working with Properties
Rotate Specifies the number of times an object rotates clockwise (CW) or counter clockwise (CCW) Orient to path Orients the baseline of the object to the path Chapter 4

30 Working with Properties
Sync Ensures that the object loops properly Snap Attaches the object to the path by its registration point Chapter 4

31 Transformation Point Each symbol has a transformation point in the form of a circle (O) that is used to orient the object when it is being animated The transformation point is also the point that snaps to a motion guide When attaching an object to a path, you can drag the transformation point to the path The default position for a transformation point is the center of the object You can reposition the transformation point while in the symbol edit mode by dragging the transformation point to a different location in the object Chapter 4

32 Fig. 16: Motion Guide with Object Attached
Transformation point Chapter 4

33 Registration Point Objects also have a registration point (+) that is used to position the object on the stage using ActionScript code The transformation and registration points can overlap—this is displayed as a plus sign within a circle Chapter 4

34 Fig. 19: Completed Motion Path
Chapter 4

35 Fig. 20: Snapping an Object to the Path
The transformation point of the object attaches to the path Chapter 4

36 Fig. 22: Setting the Ease Value
Chapter 4

37 Create Motion Animation Effects
Resizing an object Rotating an object Changing the color of an object Chapter 4

38 Resizing an Object Using a Motion Tween
The simplest process for resizing an object during a motion tween: select a frame as the starting frame draw or place an object on the stage and then create a motion tween You can select an ending frame and resize the object using the resize handles that are displayed when you select the Free Transform tool and the Scale option on the Tools panel Chapter 4

39 Fig. 23: Snapping an Object to the Path
Chapter 4

40 Rotating an Object Using a Motion Tween
Select the object in the start or end frame, then rotate with options Rotate Tool option of Free Transform tool Rotate clockwise or counter clockwise a specified number of turns or degrees through Properties panel Stipulate an Ease value to cause the rotation to accelerate or decelerate Chapter 4

41 Changing an Object’s Color with Motion Tween
The most basic change involves starting with one color for the object and ending with another color The tweening process slowly changes the color across the specified frames When the movie is played, the colors are blended as the object moves across the stage Chapter 4

42 Changing an Object’s Color with Motion Tween
More sophisticated changes using the Property inspector Change the Tint of the object Change the Alpha of the object Change the Brightness of the object Apply Advanced Effects Chapter 4

43 Using the Onion Skin Feature
Allows you to view an outline of objects in any number of frames Helps in positioning animated objects on the stage The Edit Multiple Frames feature is also turned on, allowing you to view the objects in the Keyframes in a non-outline form Chapter 4

44 Fig. 24: Onion Skin Feature Turned On
Chapter 4

45 Combining Various Animation Effects
Combine motion-tween effects so they occur simultaneously during an animation Example: airplane object Enter from offstage and perform a loop Rotate the plane horizontally to create a barrel roll effect Grow smaller as it moves across the screen to simulate the effect of plane speeding away Chapter 4

46 Creating Timeline Effects
You can apply Timeline effects to the following objects: Text Graphics, including shapes, groups, and graphic symbols Bitmap images Button symbols Chapter 4

47 Adding an Effect to an Object
To add an effect to an object, you select the object and then choose Timeline Effects from the Insert menu The Timeline Effects menu has three options that name categories of effects available for the type of object you’ve selected Chapter 4

48 Fig. 25: Timeline Effects Options on the Insert Menu
Chapter 4

49 Default Settings for Transition Effect
These settings specify the duration of the effect in: Number of frames Specify the direction (In or Out) Specify a motion ease Chapter 4

50 Fig. 26: Default Settings for Transition Effect Fade In
Chapter 4

51 Editing a Timeline Effect
To edit a Timeline effect, you select the object associated with the effect on the Stage and click Edit in the Property inspector This displays the appropriate Effects Setting dialog box Chapter 4

52 Deleting a Timeline Effect
When you right-click (Win) or control click (Mac) an object, a menu opens with options specific to the object you clicked This menu is used to delete Timeline effects on the Stage, right-click (Win) or control click (Mac) the object select Timeline Effects from the context menu select Remove Effect Chapter 4

53 Fig. 29: Specifying the Rotate Settings
Rotation will be counter clockwise 1 time Chapter 4

54 Fig. 31: Changing the Color Settings
Color is determined by mixing RGB values and percentages Chapter 4

55 Fig. 32: Using the Onion Skin Feature
Drag End Onion Slider to Frame 22 Start Onion Skin slider Edit multiple frames icon Onion skin icon Chapter 4

56 Fig. 35: The Library Panel Displaying the Transition Effect
Play button Chapter 4

57 Fig. 36: The Completed Transition Dialog Box
Direction Fade Motion ease slider Chapter 4

58 Fig. 37: The Completed Transform Dialog Box
Chapter 4

59 Animate Text Text can be animated like other objects
Resize, rotate, reposition, and change the colors Create a motion-tween to move text as you would an object Specify a rotation Chapter 4

60 Animate Text Once you create a motion animation using a text block, the text block becomes a symbol Cannot edit individual characters Can edit the symbol as a whole Chapter 4

61 Fig. 38: Examples of Animated Text
Text rotates Text scrolls from off the stage to the stage Text zooms Chapter 4

62 Fig. 41: Examples of Animated Text
This will be the position of the text block at the end of the animation Chapter 4

63 Fig. 45: Setting the Alpha Amount to 0
Chapter 4

64 Fig. 46: Adding a Button Chapter 4

65 Fig. 48: Adding a Play Action
Chapter 4

66 Chapter 4 Tasks Create frame-by-frame animations
Create motion-tweened animation Work with motion guides Create animation effects Animate text Chapter 4


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