Flash Templates Tutorials - Shape Tweening
By using shape tweening one can be achieve effects like morphing, making an object to be smoothly turned into another.
Using this type of animation Flash can also smoothly change the location, size, and color of objects. But in this case there is no motion with form preserving, but only smooth "flowing" of objects from one position into another.
It should be noted that shape tweening can be applied only to image objects.
Though text and symbol objects can easily be converted into image using "Break Apart" action (Ctrl + b).
Unlike motion animation, Flash here can change shape of several image objects in one single layer. Yet the location of every object in a separate layer usually leads to better results.
Very interesting results can be achieved when using shape tweening with checkpoints.
To set shape tweening:
o Click the name of the layer to make it current and paste the keyframe in the frame where you want the animation to start
o Create an image object (or turn other objects into the image object) in the keyframe of beginning of animation, and using any tool from the toolbar, set its initial form. Flash can not change the form of symbols, text blocks, or raster images.
o Create a second keyframe omitting the desired number of frames after the first keyframe. In this new keyframe create a new image object, or change the object somehow in this new keyframe.
In addition to changing the shape, you can also change the color and the coordinates of the object in the second keyframe:
o Double-click the first keyframe in the sequence to open the Properties Frame dialog box
o Or select a keyframe at the beginning of the sequence and the menu - Modify / Frame
o In the Tweening tab of the properties frame dialog box select Shape from the pop-up menu
Choosing value for option "Blend Type"
o If "Distributive" is enabled, you will get animation, in which the intermediate forms are more rounded and more wrong.
o If you choose “Angular”, you will get more angular intermediate forms of animation with maximum preservation of angles and straight lines.
o Option “Angular” will work only with animated morphing of objects with sharp angles and straight lines.
Using of checkpoints in shape tweening animation
The use of checkpoints allows you to manage more complex processes of changing the object shape and allows to achieve incredible results.
Checkpoints identify areas that should comply with the starting and ending forms of the object.
For example, if to try to make shape tweening of a face image, one may use checkpoints and to check each eye. Then, instead of making the face into the shapeless mess in the process of animation, each eye remains in its place and will be morphed separately from the other sides of the image. Checkpoints for identification are marked by letters from a to z, which are consistent with each other at initial and final keyframes. The maximum number of checkpoints is 26. The checkpoints are shown yellow in the initial frame and green in the final. If they are located not on the line of the tweened object, they are marked in red.
For best results of shape tweening, follow these recommendations:
o When converting one complex shape to another, create intermediate forms and make the transformation from the initial form not into the final, but from the initial one to the intermediate (later to another intermediate, etc.), and from the intermediate into the final one.
o Keep consequence of the checkpoints in the keyframes, for example, if there are 3 checkpoints in a line, they must be located in the same manner in all keyframes of shape tweening animation. If they are read as ABC in one keyframe, and in the other as the ACB, there will be no good then. Checkpoints perform best if they are put in turn, counter-clockwise, starting from the upper left corner of the object.
To set checkpoints you should:
o Select the first keyframe at the animated sequence.
o Select from the menu Modify / Transform / Add Shape Hint, or press Ctrl + H. The checkpoints appear as red circles with the letter, somewhere no far from the center of the animated object.
o Move the checkpoint to the desired area of your object.
o Select the final keyframe at the animated sequence. In the final keyframe the checkpoints appear anywhere in the object as a green circle with the letter A.
o Move the checkpoint into the area of the object, which must conform to the checkpoint with a similar letter from the first keyframe.
o Test your movie and pay attention to how the checkpoints are changing the process of animation.
o And move checkpoints for the best results
o Repeat this process to add additional checkpoints. New checkpoints will be marked with the following letters of the English alphabet (B, C, and so on).
* When working with the checkpoints, you can also do the following:
o to see the checkpoints, select from the menu View / Show Shape Hints
o To display checkpoints, the key frame and the layer containing them must be identified in the time-line.
o to remove the checkpoint, drag it outside from the working area or use the right click menu on the checkpoint.
o To remove all checkpoints, select from the menu Modify / Transform / Remove All Hints
When working with checkpoints do not forget that they usually try to bring you not to the result which you would expect from them.