Week 4 Topics
Chapter 5 - Shape Tweening
A shape in Flash is a vector-based object or series of objects. To be suitable
for shape tweening, a shape can't be composed of grouped objects. If you have
a grouped object, you must first break it apart. Shape tweening involves putting
a shape in one keyframe and another shape in another keyframe, and Flash generates
the in-between frames in which the first object morphs into the second. This
is in contrast to Chapter 4, where we constructed all the frames ourselves.
Exercise 1 - Shape Tweening Text (using textTweenFinal.fla
and textTween.fla)
- In Flash, open the Final version and hit Enter to play it. Then open the
other file and hit Enter.
- In the tween layer, press F7 on Frame 10. This adds a blank keyframe --
we add a blank keyframe because we want to add new content here, not copy
the content of frame 1.
- Note the word "boarding" disappears after the first frame because
the tween layer now has 10 frames whereas the boarding layer has only 1. So
we click on Frame 10 in the boarding layer and click F5 to insert a frame.
- Select the Text Tool. Select Frame 10 on the tween layer, click on the Stage,
and type the letter X just before the letter b. Use the Arrow tool to select
the X and position it before the b.
- Note: the X is still editable; to use the text in a shape tween, we'll have
to break it apart to make it into a shape so with the X still selected, choose
Modify>Break Apart.
- Click anywhere between the two keyframes in the tween layer and in the Property
Inspector, click the Tween drop down menu and select Shape. This will turn
the timeline green between the two frames (if you see a broken, dashed line
appear in the Timeline, that indicates that the tween is not working properly.)
- Press Enter to test the tween and save the file.
Exercise 2 - Shape Hinting - Flash will automatically determine how to change
one shape into another in a shape tween. Shape hinting is a feature that helps
you regain some control over a shape tween.
- With the previous exercise, slow down the frame rate a lot so you can see
the shape tween in detail when you hit Enter
- When you add shape hints, you must start on the first frame in the animation
so with the Playhead over Frame 1 and the tween layer selected, choose Modify>Shape>Add
Shape Hint -- a red circle with an "a" will appear in the middle
of the snowboard. Using the Arrow tool to drag this to the upper left corner
of the snowboard shape.
- Move the Playhead to Frame 10 and click and drag the shape hint to the upper
left inside corner of the X. When you let go, if the shape hint turns from
red to green, this means that the shape hint has been accepted. Press Enter
to view the animation.
- Move the Playhead to Frame 1 and choose Modify>Shape>Add Shape Hint
to add another shape hint -- this will appear as a small "b". Click
and drag this to the upper right corner of the snowboard. Move the Playhead
to Frame 10 and drag the second shape hint to the upper right outside corner
of the X. Press Enter to view the animation.
- Add two more shape hints - in frame 10, they should be at the bottom of
the X and below the first two. Experiment with moving them around.
- To remove a hint, right-click on the hint in the initial frame and choose
Remove Hint. You can also remove all shape hints by right-clicking.
Exercise 3 - Multiple Shape Tweening (using mutplShpTwnFinal.fla
and mutplShpTwn.fla) - You will
place them on separate layers using the Distribute to Layers feature. You will
also use a Layer Folder to group layers which will be useful as the number of
layers in an animation increases.
- Open the final version and preview it. If you can't see the entire stage,
choose View>Magnification>Show All. Close the file and open the other
file.
- Click on Frame 1 in the layer to select all the shapes on Frame 1 (you can
see the selection mesh) and choose Modify>Distribute to Layers. This puts
each selected shape into its own layer. You can see what is in each layer
by clicking underneath the "eye" to make the contents of all other
layers invisible. Before moving on to the next layer, double click the layer
name to make it more descriptive.
- To see more layers, either use the scrollbars or click and drag the bottom
boundary to see more layers.
- Starting with Frame 6 in the layer left bottom, click and drag down to select
Frame 6 on all the layers below left bottom.
- Press F6 to add a keyframe on Frame 6 of each of these layers - inserting
a keyframe will copy the contents of Frame 1 of that layer to Frame 6 of that
layer.
- Move the Playhead back to Frame 1 and click the Lock icon to lock all layers
at once. Click the Lock icon for the left bottom layer to unlock just that
layer (this is quicker than individually locking each layer but this layer).
- Click on Frame 1 in the left bottom layer to select it. Select the Free
Transform Tool and click and drag the upper right resize handle down toward
the left corner. This will scale the shape down to create the starting point
of the animation for this layer.
- Click on the dot in the Lock column of the left bottom layer to relock it
and then click on the Lock icon for the top left layer to unlock that layer.
Click in Frame 1 to select it, select the Free Transform Tool and click and
drag the lower right resize handle toward the upper left.
- Repeat these steps for the other layers - you will need to use the Arrow
key to reposition the center shape near the center of the Stage.
- Unlock all the layers and starting with the left bottom layer, click and
drag down between the two keyframes to select all the layers below. In the
Property Inspector, select Shape from the Tween drop down menu. Press Enter
to Preview.
- Double click the Layer 1 icon -- this opens the Layer Properties box. For
the name, enter container and select Folder for Type. A Layer folder can't
have artwork; it's only purpose is to hold other layers.
- Click on the layer at the top below the folder and then shift-click the
layer on the bottom to select all the layers, and then drag them onto the
container layer. The layers will then appear as indented in this folder. You
can click on the container layer arrow to collapse the folder. Save and close
the file
Example 4- Animating Gradients (using animatedGradientFinal.fla
and animatedGradient.fla)
- Open the final version and hit Enter to Preview. Close this file and open
the other file. Click on Frame 1 in the text layer to select the artwork in
that frame. It contains text that has been broken apart so that one can apply
a gradient to it (you can't apply a gradient to text, but you can to a shape).
- In the Color Mixer Panel, click on the Fill Color box to open the Fill Color
palette. Select the black and white radial gradient, it is second from the
left at the bottom. Click away to see the effect.
- Click on Frame 1 of the text layer to select the shapes again. Select the
Paint Bucket Tool and click on the upper left hand corner of the X. The point
where you click defines the center of the radial gradient (the center of the
radial gradient is white for this gradient).
- On the text layer, press F6 on Frame 30 in the timeline to add a new keyframe.
This copies the content from the previous keyframe.
- On the dot layer, press F5 on Frame 30 to add frames up to Frame 30 on this
layer; this allows the dot to be visible through frame 30.
- On the text layer, click on frame 30 to select it and using the Paint Bucket,
click on the top right of the letter "m". This will make this white
(because white is the color of the center of the gradient).
- Click in the text layer anywhere between the two keyframes and choose Shape
from the Tween drop-down menu in the Property Inspector to create a Shape
Tween between the two keyframes. Press Enter to test it. Save and close the
file.
Chapter 6 - Symbols and Instances
Symbols reduce the file size of movies because the file size isn't proportional
to the number of instances of the symbol; each additional instance increase
the file size very little because it references the symbol. Three types of symbols
- graphic symbols, button, and movie clip symbols. Each graphic symbol has its
own timeline. Symbols are also useful because changes in the symbol are automatically
reflected in all instances of the symbol.
Exercise 1 - Creating Graphic Symbols (using graphicSymbol.fla)
- Open the file. Choose Window>Library to open the Library panel. Notice
that the project name is displayed at the top of the Library Panel.
- Using the Arrow Tool, select the snowflake on the Stage and drag it into
the lower half of the Library panel. This will open the Symbol Properties
box. Alternatively, you can select the snowflake and chose Insert>Convert
to Symbol to open this box.
- In the Symbol Properties box, give it a name, select Graphic, and for registration
keep in the middle, and then click OK. This will create a symbol in the library
and an instance will be on the Stage. Save and close the file.
Above we have used two methods for creating a symbol from artwork already in
a move -- by dragging artwork into the Library Panel or by selecting the artwork
and choosing Insert>Convert to Symbol. Alternatively, one can go into Symbol
Editing Mode with a blank canvas and create the symbol there. There are three
ways; to go into symbol editing mode with a blank canvas: (1) Insert>New
Symbol, (2) Select New Symbol from the Library Options menu in the upper right
corner of the Library, or (3) Click the New Symbol button in the bottom left
corner of the library.
Exercise 2 - Creating Symbol Instances (using instances.fla)
-
- Open the file and select the instances layer and make sure the library is
displayed (Window>Library or F11). In the library, click on the snowflake's
Graphic symbol icon (the thing to the left of the name) and drag it onto the
Stage. This places an instance of the symbol on the Stage. Drag seven more
snowflakes from the Library. Save the file.
Exercise 3 - Editing Symbols - If you change a symbol in the Library, all of
the instances of the item on the Stage will be updated.
- Using the previous file, in the Library, double click on the Graphic symbol
icon to the left of the snowflake symbol name. The Stage will change, because
you are now editing the Timeline for the symbol and no longer working on the
main Timeline. Notice the gray (work) area around the Stage is gone as is
the bounding box around the symbol. Furthermore the information bar above
the Stage shows two names: Scene1 and snowflake. This is another indicator
you are no longer working on the main Timeline.
- Select the Ink Bottle tool and select black for the Stroke Color. Click
on the snowflake to add a stroke to the snowflake shape.
- In the Information Bar, click on the underlined Scene 1 to return to the
main Timeline. Notice that all the instances of the snowflake now have a black
stroke around them.
- Choose a snowflake instance on the Stage and double click on it. This will
allow you to edit the symbol in place, in the context of the other instances
on the Stage. When you edit in place, the other objects on the Stage are dimmed.
Alternatively you can edit in place by choosing Edit>Edit in Place. Both
editing in the library and editing in place change the appearance of the master
symbol as well as all its instances; the difference is that when you edit
in place you can see the object in the context of other objects on the Stage
in the main Timeline.
- Use the Arrow tool to select the snowflake shape. Change the Fill Color
in the Property Inspector. Click on Scene 1 to return to the main timeline.
Exercise 4 - Editing Symbol Instances - Sometimes you want to change an instance
without making changes to the other instances of a symbol. You can change the
tint, brightness, and alpha settings of symbol instances using the Property
Inspector. We will also use the Free Transform tool to change instances.
- Use the previous file. Select the snowflake instance in the upper left corner
of the Stage - click only once; if you double click it, you will be editing
the symbol, not the instance.
- Choose Brightness from the Color Styles box in the Property Inspector and
set the brightness at 100%. -100% is black and +100% is white.
- Select another snowflake and choose Tint in the Color Styles box in the
Property Inspector and set the Tint at 75%
- Select another snowflake and choose Alpha in the Color Styles box in the
Property Inspector - 100% is opaque, and 0% is fully transparent
- Select another snowflake and choose Advanced in the Color Styles box in
the Property Inspector and click the Settings button where you can set RGB
and alpha - on the left one enters percentages and on the right decimal values.
- To remove any styles, choose None from the Color Styles box in the Property
Inspector; this will restore the instance to its original condition.
- Select another snowflake and select the Free Transform tool. In addition
to the obvious changes, you can get skew by moving your cursor between the
handles until you seen the skew cursor icon - then click and drag toward a
handle. You can also change the registration point.
Exercise 5 - Animating Graphic Symbols (using animSymbolFinal.fla
and animSymbol.fla)
- Open the final version and select Control>Test Movie to test the movie.
Close this file and open the other file. This has two layers - a locked background
layer with a bitmap background image and another layer where you will place
the animated symbol you are about to create.
- In the Library (F11 if not open), double click on the snowflake graphic
to put you into editing mode for this symbol. In the Timeline, press F7 on
Frame 10 to add a blank keyframe to Frame 10.
- Using the Oval Tool, set the Stroke to none and the Fill to white, and then
draw a small circle directly below the Registration Point. Click anywhere
between Frame 1 and Frame 10 and select Shape from the Tween drop-down menu
in the Property Inspector.
- Press F6 on Frame 20 to add a keyframe to Frame 20. With the Arrow Tool,
move the snowball circle down. With the snowball circle still selected, set
the Alpha to 0% in the Color Mixer. Click anywhere between Frame 10 and 20
to select one of the frames, and select Shape from the Tween drop-down menu.
Press Enter to preview the animation - as it falls, the snowflake should turn
into a snowball and then fade away.
- Click on Scene 1 in the Information Bar to return to the Main Timeline.
Drag an instance of the snowflake onto the Stage and choose Control>Test
Movie. The animation doesn't work. In this case, the main Timeline is only
one frame in length, then only one frame will be displayed. You need to extend
the Main Timeline to be at least as long as the Timeline of the animated Graphic
symbol, which is 20 frames.
- Click in Frame 20 of the animSymbl layer and drag down to Frame 20 of the
background layer to select the range of frames between the layers. Press F5
to insert frames and extend the Timeline of both layers to 20 frames in length.
- Choose Control>Test Movie to preview the movie; the problem now is that
the snowflakes are all falling in unison. Click to select a snowflake on the
Stage. Enter any number between 1 and 20 in the First field in the middle
of the Property Inspector; this sets the frame in the Master Timeline at which
the animation of this instance of the symbol begins. Do this for the remainder
of the snowflakes, choosing numbers randomly between 1 and 20. When you are
done, scrub the playhead (move it manually back and forth) to see how this
starting of animation in different frames for different snowflakes is working.
Click on a particular frame and inspect the various snowflakes and their starting
points. Save the changes to the file and close it.
Revised: February 8, 2006. Comments to William Pegram, wpegram@nvcc.edu