Week Two: July 5-9

tuesday   thursday   TO DO

 

TO DO at start of class:

  • Turn off all noise-making phones, pagers, etc. (Teacher too!)

 

DUE July 8: Lesson 1

DUE July 13: Assignment 1

Weekly Checklist

 

 

Tuesday, July 6

 

GAMEPLAN

  • Review
  • Workspace, more
  • Creation Tools
  • Images
  • Symbols
  • Library/common libraries
  • Sounds
  • Transforming

 

DISCUSSION

 

Items are based on Chapters 1, 2, 3

 

Review

  • Files in Actionscript 2.0 for now
  • File Info
  • Publish Settings
  • Page Setup
  • Info layer/info
  • Layer naming
  • Library folders

 

Workspace

  • Scenes
  • Background color
  • Frames per second
  • Properties - tells you if a shape, bitmap (import), symbol (what kind)
  • Scrubbing to play timeline
  • Play movie
  • Test movie

 

Creation tools

  • Shapes - rectangle, oval, polygon/star
  • Pencil
  • Brush
  • Pen
  • Deco
  • Properties - fill and stroke

 

Imported images

  • Import to stage
  • Make changes
  • Need to ungroup and/or break apart twice - once for separate shapes, second for fills/strokes
  • Create symbol (F8), choose movie clip
  • Move import and symbol to library folders
  • MUST keep imported image, except if you trace it first

 

Trace imported images

  • Import the image
  • Do not break apart
  • Modify >> Bitmap >> Trace
  • Save results as a symbol
  • After you trace, you can delete the original imported image without losing the new symbol

 

Symbols

  • Created artwork must be converted to symbol to animate
  • Imported artwork must be converted to symbol to animate
  • Reuse the same symbol several times as an instance - copies but doesn't affect the original symbol
  • Graphic - static, simple, basic timeline tweens
  • Button - functionality of buttons: up, down, over, hit, in a sub scene
  • Movie clip - mini animations to be used in main movie, and also basic format for Actionscripting
  • Other symbols - for sound, videoclips, etc.
  • Make your default symbol the movie clip

 

Library

  • Organizing - folders for types of work
  • Importing other libraries - open external from another .fla file, drag & drop
  • Exporting this library - cannot - just open it from another .fla file
  • Common libraries: Window >> Common Libraries
  • Adding sounds - same process as importing images, but use Import to Library

 

Sounds

  • Import to library
  • Make a symbol of the sound clip
  • Drag sound symbol to stage in the keyframe where you want it to start
  • Don't animate sounds - they just play for the length they exist
  • Sounds are automatically compressed by Flash for efficient use of space

 

Transforming

  • Transform palette: Window >> Transform, or Control T
  • Transform menu: Modify >> Transform, or right-click on image for context menu
  • Position - X and Y, eyeball, use grid, ruler and guides, etc.
  • Size/Scale: can scale proportionally or not
  • Rotation, flip
  • Align (another panel)
  • Arrange (back, front, etc.)
  • Free transforming
  • Trace

 

DEMO

  • Playtime - shapes, images, sounds, transforming, etc.

 

TASKS

  • Work through Chapters 1-3

 

 

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Thursday, July 8

 

GAMEPLAN

  • Frame basics
  • Timeline
  • Animation basics

 

DISCUSSION

 

Based on Chapters 7, 8, 9

 

Frames

  • Frame (F5) - basic frames
  • Empty frame - content removed from the stage in an empty keyframe
  • Keyframe (F6) - used for points in timeline where content changes, like start and end of an animation
  • Moving frames
  • Cutting frames
  • Reversing frames - to reverse an animation
  • Preview frames - like a filmstrip. Timeline menu, Preview
  • Frame labels - use a separate Labels layer, name or comment on keyframes

 

Frame-by-frame animation

  • Sequential animation
  • Uses 2 or more symbols
  • Think of as like a deck of cards where each card is a slightly different version of an object - when you flip the deck, the image seems to be animated.
  • Use Onionskinning to see contents (view only) of multiple frames at one time to help you position: Click Onionskin icon at bottom of Timeline

 

Tweens

  • Fills in the things that are between 2 items to be animated
  • Flash calculates the motion or shape tween based on properties, color, speed (FPS), number of frames to be used, etc.
  • Can include movement (motion), warping (shape), color changes, opacity, resizing, etc.

 

Classic Tween

  • Uses 2 symbols
  • Based on CS3 tween - old way of adding keyframes
  • Use Motion tween as much as possible - more efficient and easier to modify

 

Shape Tween

  • Use 2 symbols
  • Symbols can be shapes, images, or text
  • Must break apart each symbol on its own keyframe (F6)

 

Motion tween, motion paths single symbol

  • Place item on 1st frame
  • Make motion tween
  • Tween will be automatically created to last the number of FPS you set
  • Any time you change object in the tween, a new keyframe is automatically set

 

Properties for motion tweens

  • Easing
  • Rotating
  • Opacity
  • Color change

 

Change motion path

  • See path once motion tween has been created
  • Use the select tool, and simply grab and move the path as you like
  • Use the sub selection tool to manipulate the anchor points

 

Publishing

  • The animation is set to loop over and over
  • Change this so the animation will play only once
  • Next week, we'll learn how to create start and stop animation buttons

 

DEMO

  • Frame-by-frame - circus freaks
  • Shape - 2 shapes
  • Classic - soccer ball
  • Motion - donut

 

 

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TO DO

  • Review Chapters 1, 2, 3, 5, 7
  • A1: Exploring, 35 points, due Tuesday, July 13.

 

 
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