[ Not for Circulation ] Working With Animation: Intermediate Flash Creating a Frame-by-Frame Animation To create a frame-by-frame animation, you define each frame as a keyframe and create a different image for each frame. Each new keyframe initially contains the same contents as the keyframe preceding it, so you can modify the frames in the animation incrementally. 1. Select the frame and layer where you want the animation to begin. 2. Create an artwork for the first frame. 3. In the next frame, press F6 to insert a keyframe. 4. Make changes to the artwork to begin the animation process. 5. Insert a keyframe in the next frame. 6. Make changes to the artwork to continue the animation process. 7. Continue to insert keyframes and alter/move the artwork until you have completed the animation. 8. Test your movie by playing the animation. 9. To see all the steps in your animation, lower the frame rate for your movie. [ Modify > Document ] Information Technology Services, UIS 1 [ Not for Circulation ] Onion Skinning Flash displays one frame of the animation sequence at a time on the Stage. To help you position and edit a frame-by-frame animation, you can view two or more frames on the Stage at once. The frame under the playhead appears in full color, while surrounding frames are dimmed, making it appear as if each frame were drawn on a sheet of translucent onion-skin paper and the sheets were stacked on top of each other. Dimmed frames cannot be edited. 1. Open the onion.fla file inside your workshop folder on your desktop. 2. Select Frame 2 and press F6 to add a keyframe to the frame. 3. In Frame 2, click on the snowboarder artwork to select it, and move it up and to the right, as though he is advancing in his jump. 4. At the bottom of the Timeline, there is a row of buttons grouped together. Click the button first from left, the Onion Skin button. A faint ghost image will appear on the stage. 5. With Onion Skinning turned on, select the Free Transform tool. 6. With the Free Transform tool selected, click on the snowboarder in Frame 2 to select the shape, if it is not already selected. 7. Move your cursor to the upper right corner of the bounding box until it changes to a round arrow. Rotate the artwork a bit to make the jump look more realistic. 8. Select Frame 3 and press F6 to insert another keyframe so you can create the third frame of your animation. 9. With Onion Skinning still turned on, select the snowboarder artwork in Frame 3 and move it to the right. Select the Free Transform tool and rotate the snowboarder again, just as you did in step 7. 10. Finish the snowboarder jump by repeating steps 8 and 9 twice. 11. Choose Control > Loop Playback so that you can see you animation repeatedly. 12. Press the return [Macintosh] or Enter [Windows] key to test your movie. Information Technology Services, UIS 2 [ Not for Circulation ] Shape Tweening Text 1. Open the textTween.fla file in the workshop folder on your desktop. 2. On the tween layer, press F7 on Frame 10. This adds a blank keyframe to Frame 10. You are adding a blank keyframe rather than a keyframe because you want to add new artwork on Frame 10, not copy the artwork on Frame 1. 3. Notice that after the first frame, the word “boarding” disappears. This happens because the boarding layer has only one frame, while the tween layer now has 10 frames. In order for the word “boarding” to appear in the entire animation, click on Frame 10 and press F5 on Frame 10 in the boarding layer to add frames up to Frame 10 on that layer. 4. In the Toolbox, select the Text tool. Select Frame 10 on the tween layer, click on the Stage and type the letter X in Frame 10 just before the letter “b” in the word “boarding”. 5. Using the Selection tool, click to select the large X on the Stage and drag to position it before the letter “b”. 6. With the X still selected, choose Modify > Break Apart. The text is broken apart and modified into a shape, ready to be tweened. 7. Click on Frame 5, which is the middle of the range between the two keyframes. 8. In the Property Inspector, click to see the Tween drop-down menu and select Shape. 9. Press the return [Macintosh] or Enter [Windows] key to test your tween. Your snowboard should turn into the letter “X”. The Symbol and Instance Structure You can create a symbol from selected objects on the Stage, or you can create an empty symbol and make or import the content in symbol-editing mode. Symbols can have all the functionality that you can create with Flash, including animation. By using symbols that contain animation, you can create movies with a lot of movement while minimizing file size. Information Technology Services, UIS 3 [ Not for Circulation ] Symbol A reusable object that serves as a master from which you can create copies [instances]. Instance A copy of the original symbol. You can alter the elements of an instance without altering the symbol. Library The Library is a container where Flash stores and organizes symbols, bitmap graphics, sound clips, and video clips. Creating a Graphic Symbol 1. Create a new file. 2. Choose Insert > New Symbol. This will open the Symbol Properties dialog box. 3. For Name: type myFirstSymbol, and for Type: select Graphic. 4. Click OK. 5. From the Toolbox, select the Line tool and draw a star in the middle of the Stage. 6. Using the Selection tool, select and delete each of the internal lines of the star. 7. Using the Paint Bucket tool, fill the star with a color of your choice. 8. Using the Selection tool, select and delete the lines around the star. 9. Click on Scene 1, to return to the main timeline of your project. 10. Choose Window > Library to open the library for the file. 11. Click on the myFirstSymbol icon in the Library and a Preview will appear in the preview portion of the Library window. Button States Buttons are actually four-frame interactive movie clips. When you select the button behavior for a symbol, Flash creates a Timeline with four frames. The first three frames display the button's three possible states; the fourth frame defines the active area of the button. Information Technology Services, UIS 4 [ Not for Circulation ] Up The Up keyframe holds the artwork that defines what the button looks like before the user’s mouse interacts with the button. Over The Over keyframe is what the button looks like when the user points the mouse over the Hit area of the button. This is also referred to as the rollover state of the button. Down The Down keyframe defines what the button looks like when it is clicked. Hit The Hit keyframe of the button is always invisible to the user. It defines the area of the button that is reactive to the mouse. This is what makes the button clickable. Creating a Rollover Button 1. Open the rolloverButton.fla file from the workshop folder on the desktop. 2. Choose Insert > New Symbol to create a new Button symbol. 3. The Symbol Properties dialog box will be displayed. Name the symbol btnRollo and set the Behavior to Button. Click OK. 4. Choose View > Grid > Show Grid. This will cover the Stage with a grid, which is not exported with your movie. 5. In the Toolbox, select the Line tool. Make sure that the Stroke Color is set to black, and draw a small triangle that spans over two grid boxes in height. 6. Select the Paint Bucket tool. Set the Fill Color with a shade of gray. 7. Using the Selection tool, double-click on a stroke to select it and press the delete key on your keyboard. You should have a solid gray triangle without a stroke around it. 8. Click on the Over frame and press F6 to add a keyframe on the Over frame of the button. 9. Select the Paint Bucket tool and choose white for the fill color. Click once inside the triangle to fill the triangle with white. Information Technology Services, UIS 5 [ Not for Circulation ] 10. Press F6 on the Down state to add a keyframe. Set the Fill Color to the same color you used for the Up stage of the button. Click once inside the triangle and fill the triangle with gray. 11. Press F6 in the Hit frame of the button. This will define the “hot” area of the button. You have just created your first button! 12. In the Information Bar click on Scene 1 to return to Scene 1 of the Main Timeline. 13. Choose Window > Library to open the Library. Click on btnRollo symbol in the Library and click on the Play button on the Controller in the Preview window to preview the button in the Library. 14. Choose View > Grid > Show Grid to deselect this option and hide the grid on the Stage. Drag the instance of the button to the Stage. 15. Choose Control > Enable Simple Buttons to allow you to test the button on the Stage. 16. Choose Control > Enable Simple Buttons again to deselect this option. 17. Save your file and choose Control > Test Movie to test your movie. Rollover Buttons with Text 1. In the Library, double-click on the Button symbol’s icon to open the button’s Timeline. 2. In the Button symbol’s Timeline, rename Layer 1 to triangle, and lock the triangle layer. 3. Insert a new layer and name the layer Text. 4. In the Toolbox, select the Text tool. In the Property Inspector, choose Verdana for the Font, 16 for the Font Size, and white for the Text Color. 5. Click on the Stage to the right of the triangle and type the word BACKGROUND in upper case. This will add frames to the word that appears across the different button states. 6. Press F6 to add a keyframe to the Over state of the button. 7. Select the text and change the color to dark gray. Preview your movie and return to the edit stage. Information Technology Services, UIS 6 [ Not for Circulation ] 8. Move the playhead to the Hit frame and select the Hit stages for the two frames. 9. Ctrl-click [Macintosh] or Right-click [Windows] and choose Remove Frames from the drop-down menu. 10. Lock the text layer, inset a new layer, and drag it below the triangle layer. Rename this layer to hit. 11. Click in the Hit frame on the hit layer and press F7 to add a blank frame. 12. Unlock all the layers and select the Onion Skin button. 13. In the Toolbox, select the Rectangle tool. On the Stage, draw a rectangle that covers both the triangle and the text. 14. Deselect the Onion Skin button. 15. In the Information Bar, click on Scene 1 to leave the Button symbol’s Timeline and return to the Main Timeline. 16. Make sure Control > Enable Simple Buttons is selected to test your button on the Stage. 17. Save the file. Duplicating a Button 1. In the Library, ctrl-click [Macintosh] or Right-click [Windows] on the btnRollo symbol. Choose Duplicate from the menu that appears. 2. In the Duplicate Symbol dialog box that appears, type btnSafety in the Name field and make sure Behavior: Button is selected. Click OK. 3. Double-click on btnSafety in the Library to open the button’s Timeline. 4. Lock the hit layer. 5. On the text layer, click on Frame 1 and type the work SAFETY. Repeat the steps for Frame 2. 6. Return to Scene 1 and drag an instance of btnSafety to the Stage. 7. Repeat steps 1 through 6 to create another button. Name the button btnSkiing and the text for the button should read SKIING. 8. Choose Edit > Select All to select both the buttons on the Stage. Information Technology Services, UIS 7 [ Not for Circulation ] 9. Choose Window > Align to open the Align panel and make sure the To Stage button is not selected/depressed. 10. Select Align Left Edge and Distribute Vertical Center to make all the buttons align to the left and be equally spaces. Movie Clips A movie clip is like a mini-movie in Macromedia Flash MX: it has its own Timeline and properties. A movie clip symbol in the library can be used multiple times in a Flash document; each use is called an instance of the movie clip. Creating a Movie Clip 1. Open the movieClip.fla file from the workshop folder on your desktop. 2. Click the Insert Layer button to add a new layer to the Timeline. Name the layer fillTween. 3. Choose Window > Library and drag an instance of gfxFill onto the Stage in the fillTween layer. Using the arrow keys on your keyboard, position the gfxFill instance so that it covers the X outline exactly. 4. Select Frame 20 and press F6 to add a keyframe. Select Frame 40 and press F6 to add a keyframe. 5. Make sure that the playhead is over Frame 40 and select the instance on the Stage. Using the Property Inspector, for the Color option, choose Alpha and 0%. 6. Move the playhead to Frame 1 and select the instance on the Stage. Using the Property Inspector, for the Color option, choose Alpha and 0%. 7. In the Timeline, click to the right of the fillTween layer name to select all the frames in the layer. In the Property Inspector, choose Tween: Motion. 8. Select Frame 40 of the outline and text layer. Press F5 to add frame up to Frame 40 for both the layers. 9. Press the return [Macintosh] or Enter [Windows] key to test the animation. Information Technology Services, UIS 8 [ Not for Circulation ] 10. Click to the right of the text layer name to select all the frames of the layer. Shift-click to the right of the outline and fillTween layer names to select all the frames on both those layers as well. 11. With all the frames selected, choose Edit > Timeline > Cut Frames. This will cut all the frames you have selected. 12. Choose Insert > New Symbol and type Name: mcOutlineFill. Make sure Behavior: Movie Clip is selected and click OK. You will now be inside the movie clip’s timeline. 13. Inside the movie clip’s outline, select the first keyframe and choose Edit > Timeline > Paste Frames. This will paste all the frames and all the layers inside the Movie Clip. 14. Click on Scene 1 to return to the Main Timeline. The three layers are there but they do not contain any content on them. 15. Select the text layer and click the Trashcan icon in the Timeline. Repeat this process for the outline layer. 16. Double-click the fillTween layer and rename this layer movieClip. 17. In the Timeline, click on Frame 2 and shift-click on Frame 40. Ctrl-click [Macintosh] or Right-click [Windows] and from the drop-down menu, choose Remove Frames. 18. From the Library, drag an instance of mcOutlineFill Movie Clip to the Stage. 19. Save your movie and choose Control > Test Movie. Acknowledgement: Content for this document is derived from Macromedia Flash Hands-on Training by Kymberlee Weil and developed by Lynda Weinman. Information Technology Services, UIS 9
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