Flash-Tutorials, Flash Templates - Animation overview
Flash Animation is created by changing the content of consecutive located frames. You can shift objects on the working field, increase or decrease them, rotate, change the color, gradually make them appear or disappear or change its shape. Changes can occur independently of each other and simultaneously with the changes in other layers. For example, you can make an object appear gradually at the working field rotating.
There are two methods of creating animation in Flash:
* frame-by-frame animation (with all the changes in every frame are set manually). Frame-by-frame animation increases the file size much more than tweened animation.
* tweened animation - manually you set only duration of animation by the number of frames.
There are 2 types of tweened animation:
o Motion-tweening – the best one to change the position data of objects in the working field
o Shape-tweening – usually used to change the shape of objects.
* as well as initial and final shapes and interlocation of the objects (in the key frames), and all intermediate values are generated (interpolated) by Flash itself.
Use of the static objects in animation - When creating the background for animation it is often necessary to use the same background for a number of frames (with animation from other layers). This effect is very easy to reach by adding simple (non-key) frames after a key frame with a static image (background). When you add simple frames after the key frame, the content of these new frames will be fully consistent with the content of the key frame. Besides, increasing the number of simple frames does not increase the size of the final movie clip, that is why there may be many simple frames.
To display a static object in animation (usually the background) throughout the entire animated clip you need to do the following:
* Create a static object in the first key frame of the animation layer (usually the background image is located in the lower layer in the time-line).
* Select an empty container for the frame in the right of the key frame, as far as it is necessary.
* Select from the menu Insert – Frame, or simply press F5
Another way of doing that with animation: Create an object in the first key frame of the layer. Holding the Ctrl button click on this key frame and drag this key frame to the right. If you do this again, then there is key frame shifting instead of simple key frames creation.
Synchronization of the symbols objects in animation - while creating animation there are symbols used frequently which consist of more than one frame. In the main stage there are complex animated and multilayered symbols often used. In order to display properly animation in the main movie clip created when editing the separate symbol, it is necessary to make the "Synchronization" procedure. To synchronize animated symbol you should:
* Select all frames of animation with the animated symbol (including key frames of start and end of animation using animated symbol) in the time-line of the main scene
* Right click on the selected area and select "Synchronize Symbols"
* Select from the menu Modify / Frame
* In the dialog box Properties Frame select Tweening tab, and check the box "Synchronize Symbols".
Animation playing mode setup. Setup of play options that determine how the animation sequence inside of the graphic instance is reproduced in a clip.
To setup the playing mode of the graphic instance of animation, do one of the following:
* Select an instance at the working field and then Modify / Instance. Double-click the instance at the working field. Select Definition. Select play mode:
o Loop - lops all animated sequence concluded in the current instance in so many frames, as much the instance takes
o Play Once - One-time animation playback of the set frame
o Single Frame - plays any of the frames of animation
* Enter the number of frame in the First Frame field to set the first frame of animation for all three playing modes. Close Instance Properties dialog box to apply changes.
Inspectors usage – Inspector help to view, organize and edit elements of the Flash clips.
While working you can open, remove and group them.
Inspector opening or closing: Select the desired command in the menu Window / Inspector
Inspector grouping: Drag Inspectors tabs into one window
Inspector transfer located in a group to the forefront - Click on its label
Inspector shifting from the group to a separate window - Drag Inspector from its tab outside the window.
Errors search - combining of different commands and actions can create solid and complex processes, however, sometimes such combinations may lead to unexpected results.
Always check the course of events in your clip in order to be able to notice an error.
Some of the following tips will help to deal with errors:
* Trace shows the information in a separate window
You can use Trace in order the certain results or notes appeared in the window, if any command is processed properly, or when the button is pressed. Or when the certain frame is played. You can write expressions to indicate Trace, which check whether a certain condition is fulfilled, and you can also make the values of variables appear the window. If a variable is assigned to the frame which at the moment is not loaded, the value of this variable is issued 0.
* During the movie clip checkup use Control / List Objects and Control / List Variables.
* To read the sets of instructions which consist of huge amounts of lines, or use Object inspector or Frame inspector, here the text is displayed in a more compact form.