Adobe Flash is a multimedia platform commonly used to create animation. Like Illustrator, it is vector-based. Flash is also used for creating web page components and integrating video into web pages. Examples: Web banners, Websites, Games, Learning applications, Slideshows, Creating Video Players.
In this class, we will focus on the basic animation aspect.
The CS4 version of Flash offers various approaches to animation; tutorials reviewed outside of class may be different from class lecture notes.
Main file formats:
“.fla”- Native working Flash file
“.swf”-Flash content viewed in a Flash Player as a “ShockWave Flash” file; a compressed version of the working file
The Principles of Animation tutorial:
http://www.evl.uic.edu/ralph/508S99/index.html
Get Started:
Open the application Abode Flash CS4 : >Applications >Abode Flash CS4
In the Welcome Window, Select : Create New: Flash File (ActionScript 3.0)
-or-
>File >New: (General tab) Type: Flash File (ActionScript 3.0)
A new document appears
Different Workspace Views Available:
I will be lecturing in ‘Classic’ View
Basic Windows: The Stage, Toolbar, Timeline, & Panels (Properties & Library)
The Stage
The main working area in Flash. The rectangular box is the work space; the surrounding (grey) area is the Scratchpad/Pasteboard.
Modify the Stage: Options include selecting a background color, project dimensions, and Frame Rate-the speed of your movie based on Frames Per Second (FPS).
>Modify >Document
The Toolbar
Similar to vector tools seen in Illustrator. Look to the Properties Panel/bottom of the Toolbar for options.
Selection Tools: Selection, Subselection, Lasso
*Select an item to move, delete, edit, or Convert to Symbol
Painting & Drawing Tools: Line, Pencil, Brush
*Select item with a Selection Tool to modify a path’s Stroke color, located in the Properties Panel -or- bottom of the Toolbar
Shape Tools: Rectangle, Oval, Rectangle Primitive (editable corner radius), Oval Primitive (editable inner radius & angles).
*Select item with a Selection Tool to modify the object’s Fill & Stroke color, located in the Properties Panel -or- bottom of the Toolbar
*Object Drawing Mode (advised)-keeps objects entact; easier to edit and arrange; the button is located at the bottom of the Toolbar
*Merge Drawing Mode-editable overlapping objects; separates fill from stroke;more difficult to apply simple edits and arrangment; this mode is automatically turned on when Object Drawing Mode is off
View Tools: Zoom (In & Out-toggle with ‘Control’ button), Hand
Editing Tools: Eraser (toggle Faucet Mode to erase entire color sections or use as a freehand earser tool), Free Transform (click & drag handles to resize-hold ’shift’ to constrain proportions; rotate; distort option).
Panels: Properties & Library
Click on icons -or->Window >select the panel
Properties Panel-Additional options for the Toolbar, Tweens, Sound…and more!
Library Panel-contains Symbols, images, sound files
The Timeline
Composed of Frames and Keyframes. Multiple Layers are available.
Frames are the “backbone” of your animation, denoting the passage of time.
ie: If your FPS is 12, this means in one second, 12 frames will be displayed.
Frames Per Second (FPS)
Can be altered in Properties Panel “FPS”: #
-or-
>Modify >Document
- Add a Frame to the Timeline :
>Insert >Timeline>Frame -or- ‘f5’ key
- Delete a Frame from the Timeline:
Control + Click : Remove Frames -or- Shift + ‘f5′ key
Keyframes denote an action taking place; there is a beginning and end. Additonal Keyframes may reside elsewhere in the Timeline wherever an action takes place.
note: creating an Object to the Stage automatically creates a Keyframe.
- Add a Keyframe to the Timeline:
Click on a frame in the desired Layer, >Insert >Timeline>Keyframe -or- ‘f6’ key
- Delete a Keyframe from the Timeline:
Highlight the Keyframe, Control + Click : Clear Keyframe -or- Shift+ ‘f6′ key
- Move a Keyframe in the Timeline:
Highlight the Keyframe, click and drag
Create a New Layer for each Tween: Layers are stackable and read from top to bottom.
The bottom Layer is usually your background, a static image that provides a backdrop for your animation.
Lock Layers that are not being worked on/make them temporarily invisible as needed.
1. In the Timeline, click on “Insert Layer” icon.
2. Name the Layer by double clicking on the title.
- Lock a Layer by clicking on the Lock icon.
- Make a Layer temporarily invisible by clicking on the Eye icon.
- Delete a Layer by highlighting it and clicking the Trash icon.
Create a Symbol:Symbols are objects that have been converted to special containers. Once they have been converted, they reside in the Library Panel. From the Library, you may use a symbol over and over again. To do a Motion Tween, an object MUST be converted to a symbol!
1. Create an object on the Stage.
2. Select the entire object with a Selection Tool.
3. Go to >Modify >Convert to Symbol
4. In the Convert to Symbol box, Give it a name and select Type: “Graphic”
5. Click “OK”
6. The new Symbol appears in the Library Panel (>Window >Library)
Create a Classic Motion Tween:
Motion Tweens are the most common form of animation in Flash. The user creates Keyframes for the primary actions of the Symbol (ie: starting point and ending point) and then Flash fills in the “in-betweens”.
A MOTION TWEEN USES SYMBOLS.
Motion Tweens can move Symbols from one Keyframe to another Keyframe, can change size, alpha %, rotation, etc. Despite minor changes (size or color), the Symbol ultimately stays the same (unlike a Shape Tween).
1. Create & name a New Layer for a Motion Tween. Lock/make invisible other layers as needed. All steps are done within a specific Layer.
2. Create an object on the Stage. Notice a Keyframe (black dot) automatically created in the Timeline.
3. Convert the object into a Symbol (follow “Create a Symbol” Steps 1-6 ).
4. Create a second Keyframe at another point in your Timeline:
Select a Frame (click on the actual frame so that it is highlighted), Go to >Insert >Timeline: Keyframe -or – ‘f6′ key. Notice a second Keyframe (black dot) appears.
5. At the second Keyframe, use a Selection Tool to modify the Symbol on your Stage (ie: place it elsewhere, resize it, rotate it, etc). Click on first Keyframe and next Keyframe to verify the different Symbol modifications.
6. Click on the first Keyframe.
7. Add a Motion Tween: >Insert >Classic Tween -or- Control + click: Create Classic Tween. A solid arrow with a blue highlight appears in your Timeline, between the first and second Keyframe.
8. Hit the Return Key to play your animation!
Modify a Motion Tween:
1. Select the Keyframe in the Timeline.
2. Use a Selection Tool to modify the Symbol on your Stage (ie: place it elsewhere, resize it, rotate it, etc). Click on the first Keyframe and second Keyframe to verify the different Symbol modifications.
3. Hit the Return Key to play your animation!
Create a Motion Tween (updated in CS4):
1. Create & name a New Layer for a Motion Tween. Lock/make invisible other layers as needed. All steps are done within a specific Layer.
2. Create an object on the Stage. Notice a Keyframe (black dot) automatically created in the Timeline.
3. Convert the object into a Symbol (follow “Create a Symbol” Steps 1-6 ).
4. Add a Motion Tween: >Insert >Motion Tween -or- Control + click: Create Motion Tween. A blue highlight appears in your Timeline for the amount of 1 second. The # of frames is dependant on the FPS of the project.
6. Hit the Return Key to play your animation!
Modify a Motion Tween (updated in CS4) :
1. Select the exisiting Keyframe by moving the Playhead to the desired frame in the Timeline.
2. Use a Selection Tool to modify the Symbol on your Stage (ie: place it elsewhere, resize it, rotate it, etc). A small diamond icon appears in the Timeline to specify the Keyframe.
3. Hit the Return Key to play your animation!
In Class Exercise #1: Motion Tween
* Use some of the tools discussed in today’s lecture to create 4 Motion Tweens, each on a separate Layer (name each layer).
*Do not import any bitmap/vector images into your Flash assignment.
* Include a (static) Background Layer.
* 5 layers total
* Save as “yourname_motion.fla”. Save to your >Flash >Assignments folder