flash vector illustration animation broadcast media mobile computing games game consoles internet...
DESCRIPTION
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_mcTRANSCRIPT
Flash
Vector IllustrationAnimationBroadcast MediaMobile ComputingGamesGame ConsolesInternetEdutainmentKiosks
Managing Content for Animation
GROUPINGPurpose prevents auto editing
Creating Select object(s) MODIFY > GROUP or CMD G
Editing Double click group(quite editing double click off group artwork)
UnGroup Select groupMODIFY > BREAK APART or CMD B
Managing Content for Animation
GRAPHIC SYMBOLS (Library)Symbols are the most important basic building block of flash.
Purpose reduce file size by storing a master object that can be reused
Creating Select object(s) INSERT > CONVERT TO SYMBOL or F8
Name must begin with a letter. May include letters, numbers _.
typeVerbNounBouncingBall_mc
Managing Content for Animation
GRAPHIC SYMBOLS (Library)
Stored in Library (CMD L)Library change names, delete, duplicate, organize with
folders, set or reset symbol propertiesEdit Double click symbol on stage to edit in place
Double click in library to edit symbolInstance Symbol on stage
Instance property transformationsSize, 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
Menu Select the cells on all the layers you want to add frames to and choose INSERT > FRAME.
Shortcut F5Contextual Ctrl-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
mouse click-hold-drag (like selecting text in word processor)other hold SHIFT key and select each frame you want
Frame Rules
Deleting Frames
Menu INSERT > DELETE FRAMESShortcut SHIFT F5Contextual Ctrl right click and choose DELETE FRAMES
Keyframe Rules
Purpose a 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
Keyframe Rules
Adding Keyframes
Menu Select frame/cell choose INSERT > KEYFRAMEShortcut F6Contextual Ctrl (right) click INSERT KEYFRAME
Deleting Keyframes
Menu Select keyframe choose INSERT > CLEAR KEYFRAMES
Shortcut SHIFT F6Contextual Ctrl (right) click and choose CLEAR KEYFRAMES
Keyframe Rules
Purpose creating new keyframe with no artwork in it.
Adding Blank Keyframes
Menu select cell/frame INSERT > BLANK KEYFRAME
Shortcut F7Contextual Ctrl 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 FRAMESMove cursor to new location EDIT > TIMELINE > PASTE FRAMES
Shortcut CMD OPT C CMD OPT Vnote: this is not a regular copy cmd c
Mouse Opt/Alt Click-Hold-Drag the selection to new location
Types of Animation
1. Frame-by-Frame AnimationManually 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