Week 8 Topics
Chapter 10 - Movie Clips
As we saw in Chapter 6, the timeline of graphic symbols is related to the Main
Timeline; a graphic symbol with 10 frames will require 10 frames in the Main
Timeline to play. Movie clips symbols are different; they require only a single
keyframe on the main Timeline to play. Movie Clips cannot be previewed simply
by pressing enter as is done with button and graphic symbol instances. Movie
clips can be previewed in the library (independent of the rest of the movie)
by selecting Control>Test Movie or by publishing the movie.
Exercise 1 - Creating a Movie Clip (using movieClip.fla)
- Click the Insert Layer button to add a new layer, renaming it fillTween.
Press F11 to open the library, drag an instance of gfxFill graphic symbol
onto the stage, and position it using the arrow keys so that it exactly covers
the X outline. Change the magnification level to 200% to help with this positioning.
- Select frame 20 and press F6 to add a keyframe and then repeat this for
frame 40. With the playhead on Frame 40, select the instance on the Stage,
and using the Property Inspector, choose Alpha and 0% (this makes it invisible).
Move the playhead to frame 1 and similarly set alpha to 0%.
- Click in the Timeline to the right of the fillTween layer name to select
all the frames on this layer. Choose Tween>Motion in the Property Inspector.
In the outline layer, click on frame 40 and drag down to the text layer and
press F5 to add frames up to frame 40 in both layers. Press Enter to test
the animation
- Click to the right of the text layer name to select all the frames in that
layer. Shift+click to the right of the outline and fillTween layer names to
select all the frames on both of these layers as well. Choose Edit>Cut
Frames.
- Choose Insert>New Symbol and make it a Movie Clip symbol named mcOutlineFill.
Select the first keyframe and choose Edit>Paste Frames to put all the layers
and frames inside the Movie Clip. Click on Scene 1 tab to return to the Main
Timeline. Select the text layer and click on the Trashcan icon in the timeline
to delete the layer and do the same for the outline layer. Double click on
the fillTween layer name and name this layer MovieClip. Click on frame 42
and drag backward to frame 2 to select frames 40 through 2 (this over-selecting
is not necessary, but useful to avoid missing a frame). Right click and choose
Remove Frames.
- Open the library by pressing F11 and drag an instance of the movie clip
you just created onto the Stage. Choose Control>Test Movie to preview it.
Notice that the Movie Clip plays even through there is only one frame in the
main Timeline because the Movie Clip timeline is indendendent of the Main
Timeline. Save the file. Note that the symbol could have been created by starting
with Insert>New Symbol but the above steps are to show how one might do
this if one created something in the main Timeline and then made a Movie Clip
out of it.
Exercise 2 - Animated Graphic Symbols versus Movie Clip Symbols
- Use the file from the previous exercise and save it as mcVsGfx.fla. Click
on the stage and change the document properties width to 400 px. Press F11
to open the Library and select the mcOutlineFill symbol and click the arrow
at the top right of the panel to access the options and select Duplicate.
Name the symbol gfxOutlinefill and make it a graphic symbol.
- In the Library, select the new symbol and press Play to test it, doing the
same for the symbol it was created from. They should look the same, and their
timelines will look the same as well.
- Click on Scene 1 to return to the Main Timeline, lock the movieClip layer
and insert a new layer, renaming it animGfx. Drag an instance of the gfxOutlineFill
symbol onto the Stage and position it to the right of the mcOutlineFill Movie
Clip symbol. Select the Text tool, and click below the gfxOutlineFill instance
and write Animated Graphic Symbol. Lock this layer and unlock the other layer
and add the text Movie Clip Symbol below the mcOutlineFill instance (on the
left).
- Press Enter to test the movie -- nothing happens but then choose Control>Test
Movie and notice that the Movie Clip symbol plays while the other does not.
Because there is only one frame in the main timeline, the graphic symbol (which
may have many frames), will only display the first one. For the Movie Clip,
it doesn't play when you press Enter, but will display with Control>Test
Movie.
- In the main Timeline, click and drag to select Frame 40 in both layers and
press F5 to add 40 frames to both layers. Press Enter to test the movie and
now the animated Graphic symbol will play but the Movie Clip symbol will not
because it is now viewable through pressing Enter. Both will play under Control>Test
Movie. Save the file.
Exercise 3 - Creating an Animated Rollover Button - We will put a movie clip
in the Over State of a button symbol. Because of timeline independence, the
movie clip (with many frames) can play, even though there are only 4 frames
in a Button symbol - Up, Over, Down, and Hit.
- Using the file from the last exercise, change the stage width to 600 pixels
and open the library (F11). Click on the new symbol button in the bottom left
corner of the library, and name the symbol btnAnim, set the behavior to Button,
and click OK In the symbol, rename layer1 to outline and drag an instance
of the gfxOutline symbol onto the Stage.
- With the outline still selected, choose Window Align and click the To Stage
button, and then click Align Vertical Center and Align Horizontal Center buttons
to perfectly align the instance in the center of the Stage. Note that the
To Stage button is a toggle switch so if it isn't working, it may be in the
wrong state (the button will look like it's depressed after you push it) so
click the button again and then click the Align buttons on the left again.
- Drag an instance of the gxfText symbol onto the Stage, just to the right
of the X outline. With the Align panel still open, click Vertical Center in
the Align panel (thus we are aligning it vertically with the center of the
stage).
- Press F5 in the Down state to add frames in the Over and Down states of
the button. Lock the layer and insert a new layer and rename it movieClip
(this will of course hold a movie clip). In the library, right click on the
mcOutlineFill Movie Clip symbol to bring up a drop down menu (or click on
the panel option arrow at the top right of the library) and click Duplicate,
and name this mcOverAnim and give it a behavior of MovieClip. In the library,
double click the icon for this symbol to open the copy of the movie clip symbol
for editing.
- Click to the right of the text layer to select the entire layer and click
on the Trashcan icon to delete the layer. Do the same for the outline layer
to delete it. Scrub the playhead to preview the movie clip. In the library,
double click on the btnAnim icon to open the button symbol's timeline and
press F7 in the movieClip layer in the Over frame and then in the Down frame
to add blank keyframes to both states of the button.
- In the Over state of the button, drag an instance of the mcOverAnim movie
clip onto the stage and with the Align panel center it in the middle of the
stage and then lock the movieClip layer. Insert a new layer and rename it
hit.
- Click to the right of the layer name and then drag the hit layer below the
outline layer. Press F7 in the hit frame to add a blank keyframe. In the toolbox,
select the Rectangle tool and draw a rectangle that covers the X outline and
the boarding.com text (you can unlock the outline layer and turn Onion Skin
Outlines on).
- In the Main Timeline, lock both the animGfx and movieClip layers. Insert
a layer and rename it animBtn. Use the arrow tool to drag an instance of the
btnAnim Button symbol onto the Stage to the right of the animated Graphic
symbol. Click on the Text tool and add Animated Button Symbol below the instance.
Choose Control>Test Movie. Note that it plays only in response to a mouseover
unlike the others. Save the file
Exercise 4 - Animated Rollover Button in Action (using animBtnLive) - We will
use the animated rollover button in a different movie and place it in a web
page interface.
- Using the file from the previous exercise, press F11 to open the library.
Open the animBtnLive.fla file. Open the library (F11) if it is not open. Notice
that there are two libraries -- because yoiu never closed the previous project
and made sure the library was open before you opened the current project,
the library for the previous project will stay open until you either close
the file or the library for that project. This is another way you can work
with the library from another project in addition to the method learned in
Chapter 9 (File>Open as Library).
- In the main Timeline of the current project, insert a new layer and call
it logo. Drag an instance of btnAnim from the previous library onto the Stage
and place it over the black box. This also puts the btnAnim symbol in the
library of hte current project. Choose Window>Transform and with the constrain
box checked, enter 75% in either the height or the width field and hit enter.
Choose Control>Test Movie to test the animation. Save the file.
Revised: March 13, 2006. Comments to William Pegram, wpegram@nvcc.edu