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Flash CS4 Professional Tools for Character Animation

Flash CS4 Professional Tools for Character Animation

with Todd Perkins

 


The animation tools have been greatly enhanced in Flash CS4, and Todd Perkins teaches their advanced capabilities in Flash CS4 Professional Tools for Character Animation. He shows how to master the new Motion Tween model and the Motion Editor to control easing and effects such as Squash and Stretch. He demonstrates how to use the new 3D tools to add rotation, perspective shadows, and layered animations. Complex interactive animations and walk cycles are created without a line of code using bone systems. Todd also demonstrates the power of advanced masking, sound effect syncing, and much more. Exercise files accompany the course.
Topics include:
  • Encapsulating and nesting animations
  • Randomizing movement with graphic symbols
  • Converting animations to ActionScript or previous Flash versions
  • Creating an iris effect
  • Saving, adjusting, and applying motion presets
  • Adding body movement to walk cycles

show more

author
Todd Perkins
subject
3D + Animation, Web, Animation, Character Animation
software
Flash Professional CS4
level
Intermediate
duration
1h 57m
released
Oct 28, 2008

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Introduction
Welcome
00:00Welcome to Flash CS4 Animation. I'm Todd Perkins. I'm Adobe certified
00:06instructor in Flash and I absolutely love creating animations in Flash.
00:11I'm excited to walk you through how to learn the advanced topics in creating Flash animations.
00:17Throughout this title we will look at advanced animation topics like how to
00:21master the new motion tween model, how to add realism, 3D elements, how to
00:27animate complex bone systems, how to work with masks on an advanced level and
00:32even how to animate characters.
00:34And always remember that you can always pause, stop and re-watch movies to
00:38learn the concepts in more detail. So let's gets started.
Collapse this transcript
Using the example files
00:00If you are a premium subscriber to lynda.com or have purchased this title on a disk
00:05then you have access to the Exercise Files for this title. Exercise Files in
00:10this title are organized by chapters. In each movie, I will say what file we
00:14are working in, so you can open up that file and follow along.
00:18To make life easy for you, I have saved final versions of each file having the
00:23name of the file. And the way that I name those files is I ended the file name
00:27with _final. So, in the movie where I use the file ActionScript Animation,
00:32the final file for that is ActionScript Animation_final.
00:35If you don't have access to the Exercise Files, don't worry. You can still
00:39follow along. I will show you what you have to do to set up your files in the
00:42same way so that you can learn the same techniques and practice them yourself.
Collapse this transcript
Getting into this course
00:00Let's have a little overview of some of the concepts that you are going to
00:03learn throughout this title. You are going to learn how to master motion tweens
00:08and how to add realistic Squash and Stretch effects to your animation.
00:11You will also learn how to work with the Motion Editor on an advanced level.
00:16In that way you can add really customized easing to your animations.
00:20(Claws snap.)
00:21You will learn how to add Perspective Shadows and 3D Rotation to elements and
00:26we will work with nested animations and syncing sounds.
00:30You will learn how to work with bone systems in Flash to create complex
00:33animations using symbols and shapes. You will learn how to create interactive
00:38bone systems that you can click and drag to move around without writing a
00:42single line of code.
00:43You will learn how to use the 3D tools in Flash to create layered 3D
00:47animations. You will learn how to animate masks on an advanced level, like you
00:52can see with the eyes of the spider in this movie. You will learn how to use
00:56mask to create an Iris effect.
00:58You will learn how to use masks to create blinking effects like this one here
01:03and finally you will learn how to create a walk cycle animation using the bone
01:07systems built into Flash. I am really excited to show you all these techniques
01:11and can't wait to get started. So let's move forward learning how to animate in Flash.
Collapse this transcript
1. Mastering Motion Tweens
Reviewing motion tweens
00:00In this chapter we are going to look at motion tweens at a more advanced level
00:03than what we did in the Essential Training title. We will start off by simply
00:07reviewing how motion tweens work.
00:10If you are following along you can open up Review_Motion_Tween.fla from the
00:15Chapter 01 folder. You can also just create a movie clip on the Stage. You can
00:21create a motion tween using a symbol by right-clicking or Ctrl-clicking the
00:26frame where the symbol is in the Timeline. So I am going to right-click in the
00:30animation layer, I am going to choose Create Motion Tween, and by the way you
00:33may have noticed Create Classic Tween as an option here.
00:36Classic tweens represent the older versions of motion tweens, so that the
00:40motion tween of Flash CS3 and previous versions of Flash are now called classic
00:46tweens. So they are still there in case you ever want to use them.
00:49Notice that Flash automatically extends the Timeline for one second of
00:52animation. So I now have 18 frames. So now if I want to animate properties, I
00:57can go to frame one and adjust any properties I want to animate. So let's say I
01:02am going to make the monster move from where it is now, down to the bottom of
01:06the Stage. So I am going to go to the frame one and then I am going to push
01:09Down on my keyboard and then I am going to push Up on my keyboard.
01:11So what that did is it moved the monster down one pixel and back up one pixel
01:15which doesn't really do anything visually but what it does is by adjusting the
01:19property on a particular frame in a motion tween we are telling Flash to
01:23memorize that property value. So by adjusting the Y position of the monster we
01:29had the Flash memorize that position and make what's called a Property Keyframe.
01:34So remember a keyframe is a place where you tell Flash exactly how you want
01:37something to look in a particular frame and now what I will do is I will scroll
01:41to the last frame and then I will move the monster straight down by holding
01:43Shift on my keyboard and using the Down arrow. The reason why I am using my
01:47keyboard instead of clicking and dragging is so I don't accidentally move the
01:51monster a little bit to the right or to the left; if I go to the playhead we
01:55can preview the animation.
01:57So Flash has created a motion tween and then if you look at the purple line
02:00that I have here, Flash created a motion path. Remember that if you click and
02:04drag that line or you move around anchor points in it, the Flash will modify
02:09the motion path. I am going to undo the change that I just made by pressing
02:12Command+Z on the Mac or Ctrl+Z on the PC.
02:15So there is a symbol motion tween. So what I have to do to create a motion
02:19tween is right-click or Ctrl-click where your symbol is that you want to
02:22animate and then choose Create Motion Tween. From there all you need to do is
02:26modify the properties that you want to animate at the beginning and ending
02:29frames of your animation.
Collapse this transcript
Adjusting motion tweens in the Property Inspector
00:00Now we will look at manipulating a motion tween using the Property inspector.
00:04If you are following along, go ahead and open up Property_inspector.fla from the
00:08Chapter 01 folder. You would also just create a simple motion tween on the main Timeline.
00:13So here what I am going to do is modify the motion tween that I have using a
00:17Property inspector by first selecting the motion tween in the Timeline. With
00:21the motion tween selected, you can go to the Property inspector and you will
00:24see some properties that yon can modify with your animation.
00:26First of all we can change the easing. So let's say we wanted to make it look
00:30like the monster was speeding up as he was following down. So I can click and
00:34drag to the right and that will ease out. So I will make the animation go
00:39slower as the monster moves down. I will test the movie right now and that's
00:43not the effect we want, we actually want easing and we want it to start out
00:47slow and speed up. So I will click and drag this slider to the left to ease in.
00:50So I will test the movie and there is the monster flying, a little bit faster
00:55as he moves down.
00:57If that easing isn't sufficient for you, don't worry we will look at easing in
01:01a lot more detail in a later movie. You can also adjust the Rotation. I am
01:05going to first set easing back to 0 using my keyboard and then for the
01:09Rotation, I am going to click and drag the time(s) slider to make the monster
01:14rotate one time.
01:16Now when I click and drag the playhead, you see that he rotates down one time
01:21along the path. There is also the plus button that allows you to add additional
01:27rotation. If I click and drag the slider, the monster rotates a little bit more
01:31to notice that the additional rotation is applied at the end there. So I can
01:35select the frames and I can add as much as additional rotation as I want and
01:39that applies to the monster at the end of the animation.
01:42You can also control where the Direction is, clockwise or counterclockwise,
01:46that's CW or CCW respectively. And you can choose whether you want the
01:53animation to orient to a path. To do that I am going to turn off the Rotation,
01:57so I will set the Rotation to the 0 and then for the plus value, for additional
02:00rotation, I will set the value to 0 and then what I am going to do is modify
02:04the Motion Path.
02:06So I am going to hover over the Motion Path until I see my cursor update then I
02:09will click and drag the Path. Preview the animation to make sure that it's
02:13working correctly and then I will click the Orient to path checkbox. Notice
02:20that property keyframes are created in every frame of the animation, watch when
02:24I test the movie. The monster rotates along the path.
02:31Now lets say I wanted to rotate along the path but have his feet kind of
02:36aligned with the path more. So let's say, I select the monster and I still have
02:41that Orient to path option checked because I didn't uncheck it. I will rotate
02:45the monster so its body is following the path and as I preview the animation,
02:50you can watch him rotate.
02:54So obviously you can go through each of these frames and adjust any of the
02:58Rotation values as you want to. Now I will uncheck Orient to path and I will
03:03straighten out the Motion Path a little bit. I will do that with the Selection
03:08tool and I will click and drag the Motion Path to straighten it out. Preview
03:14the animation, it looks good and it's just that the monster is not straight. So
03:18I am going to straighten him out using the Free Transform tool and that looks good.
03:24Now with the tween is still selected I will modify the Motion Path. I can click
03:29and drag the Path to move it on the X axis, the Y axis. I can also adjust its height.
03:36Notice that I can't adjust its width, that's because this is a vertical path
03:41and it doesn't have any thickness to it. So if I were adjusting a horizontal
03:44path then I could adjust its width and not its height.
03:46So using the Property inspector, you can fine-tune your motion tweens by
03:51controlling easing, rotation and the Motion Path.
Collapse this transcript
Working property keyframes
00:00I mentioned in an earlier movie that animations are created using property
00:04keyframes. In this movie, we will take a look at adding, removing, and
00:09modifying property keyframes. If you are following along, you can open up
00:12Property_Keyframes.fla in the Chapter 01 folder where you can just create a
00:16simple motion tween on the Stage; so one way to create property keyframes is on
00:21the Stage and the Timeline.
00:23To create a property keyframes, simply take your motion tween and put the play
00:28head on any kind of frame and then move your object on that frame and you will
00:33see that a property keyframe is created. In the Timeline, property keyframes
00:36just play as small black diamonds.
00:40So I can move to any frame and move this monster around and I am creating the
00:44property keyframes. So notice that the Motion Path is adjusted to follow the
00:48property keyframes. So there is our animation but let's say I want it to remove
00:54one property keyframe. Using the Timeline, you can't really remove just one
00:58keyframe. Watch when I right-click or Ctrl-click in between in the Timeline.
01:04The option to remove keyframes is Clear Keyframe and then we have the option of
01:09what type of keyframe we want to remove, Position, Scale, Skew, etcetera or All.
01:14Let's say I just want it to remove a Position keyframe. When I choose Position
01:18that removes all of the Position keyframes and I no longer have an animation.
01:22So what I am going to do is press Ctrl+ Z on the PC or Command+Z on the Mac to
01:26undo that change I just made.
01:28So now let's say we really need a little bit more control over this animation,
01:32we just want to remove one property keyframe. So to do that we are going to
01:36need to use the Motion Editor, so select your tween, move over to the Motion
01:40Editor and you can see the property keyframes in the Motion Editor.
01:43Let's say I wanted to remove the middle three property keyframes and just have
01:48it go from the first one to the last one still. One thing you can do is move to
01:54a frame where you want to remove the keyframe, so I am going to go to frame six
01:56here, you notice that there is a -- property keyframes are black squares and
02:00animations are connected using solid black lines. Let's say, I want to remove
02:04the keyframe here. I can simply put the playhead where I want to remove and
02:08then click the Add or Remove Keyframe button in the Motion Editor for the
02:12property you want to remove. So I will click that for the X position and notice
02:16that it removes the keyframes for the X and Y position.
02:19Remember that Position property keyframes are connected so removing one or
02:24adding one will remove or add the other. In other words, removing an X keyframe
02:30will remove the Y keyframe there as well and adding an X keyframe will also add
02:34a Y keyframe.
02:35Let me show you another way to remove a property keyframe in the Motion Editor.
02:40That way is to use the keyboard shortcut Command on the Mac, Ctrl on the PC.
02:45Hold that button down, hover your mouse over the animation line, when I hover
02:50over the solid black area my cursor will be a pen with a plus sign, that tells
02:56me that if I click there I will add a property keyframe. Well, right now I
02:59don't really want to do that, I want to actually subtract the property keyframe.
03:02So what I am going to do is hover over one of the property keyframes and you
03:06will see that there is a minus sign by the pen icon. So I will click on the
03:10property keyframe I want to remove and it's gone. So I will do that with the
03:13other one, still holding Command on my keyboard, I will click the property
03:17keyframe I want to remove and they are gone. So I scrub the playhead and there
03:21is my animation and I have all the control I need over the property keyframes.
03:26Another thing you can do in the Motion Editor is move property keyframes. So
03:30let's say I wanted the monster to move up and down like he was jumping, for
03:34example. So what I am going to do is click the Y area under Basic Motion in the
03:39Motion Editor to expand it, so notice it's a little bit bigger now. I am going
03:42to click and drag the Motion Editor up to get a little bit more space to
03:45animate here and then I am going to view the rest of the Stage in my visible
03:50area by choosing View > Magnification > Fit in Window. So now I can see the
03:56animation curve here, the Y position is at its lowest value on frame one, its
04:01highest value on frame 18.
04:02So what I am going to do is select the last property keyframe in the Y position
04:11and notice that it turns green and this is probably going to be really hard to
04:13see on my screen, so you are going to have to try it yourself and see that the
04:16property keyframe is green. So now instead of being a black square, it's a
04:19green square. What I can do is click it and drag it, so I am going to click and
04:25drag it over to frame nine and I have moved the property keyframe to frame
04:29nine. So now the monster moves down in nine frames.
04:34Now notice there is a dotted line between frame nine and frame 18. So what I am
04:38going to do is hold Command on my keyboard or Ctrl on the PC. I am going to
04:42hover over frame 18 in the Y position and I am going to click to create another
04:47keyframe and I will click and drag that frame down so that it's even with frame
04:53one. So I have 440 on frame 18 and then 440 on frame one. Now the monster
05:00jumps, so it goes down and hits the ground and jumps back up. So I will test
05:04the movie to see that in action, Command+Return on the Mac, Ctrl+Enter on the
05:07PC and there is the monster moving up and down.
05:10So using the Motion Editor, you have a lot more control over property keyframes
05:14and you can easily add, remove, or adjust them as needed.
Collapse this transcript
Controlling easing in the Motion Editor
00:00In this movie, we will look at controlling easing using the Motion Editor. If
00:03you are following along, just create a simple animation of something moving
00:07down or open up Easing_Motion_Editor. fla from the Chapter 01 folder. So here I
00:14have a really simple animation. We have the monster moving from near the top of
00:18the screen to the bottom of the screen, pretty straightforward.
00:22Now we will look at applying easing to this animation to have them speed up as
00:26he moves down. So what I am going to do is apply Simple (Slow) Easing. Easing
00:31is defined by animation curves. What I am going to do is click on Simple (Slow)
00:35in the Eases section and if it's not there you can click the plus icon and
00:39click Simple (Slow) then you should see it in there.
00:42And then I am going to click and drag the slider all the way to the left, so
00:45it's at -100. Now we will take a look at this animation curve here, now this
00:51Easing curve represents a property's value over a period of time, 0 represents
00:57the starting point of the property's value or the first property's value on the
01:01first frame of the animation. And 100 represents the property's value on the
01:05last frame of the animation. So if this happened to be a straight line it would
01:09have an even amount of movement between each frame to get to the last frame.
01:13But with easing you have a curved line so it gives a different amount of
01:17movement between each frame.
01:19Notice that the curve stays pretty low for the first few frames. This means
01:25that the outage is going to stay towards its initial value at the beginning in
01:29essence moves slower at the beginning and speed up toward the end of the
01:33animation. So what I am going to do is scroll up and make sure that Simple
01:38(Slow) Easing is applied to the Y property and sure enough it is and if I click
01:44on the Y property you can see the easing curve applied.
01:47So notice there is a solid black line where the start and end Property
01:51Keyframes are and the actual animation is going to have the values on this
01:55animation curve that we see in blue. So instead of just being in equal
02:00increments, as the black line shows, the values go up slowly at the beginning
02:04and then quickly as the animation proceeds because of the Easing curve applied.
02:10So let's see that in action. I am going to test the movie using Command+Return
02:13on the Mac, Ctrl+Enter on the PC. So you see the monster gets faster as it
02:17falls down.
02:20Let's look at a few other types of Easing. Scroll down in Motion Editor, and
02:24then add a new Easing type by clicking that plus icon in the Easing section and
02:29then click Bounce, and scroll down and then you can look at the curves in
02:35detail for the Bounce Easing, if you click in the empty space next to bounce.
02:39So you can see that the value goes all the way up to 100 at frame five, it goes
02:45back to on the 0 at about frame nine and then it does this Bounce effect. Now I
02:50am going to scroll up to the top and I am going to apply the bouncing animation
02:55to the Y property by clicking the drop down menu and choosing Bounce.
03:00Notice the Easing curve applied, so that green dotted line is how the animation
03:04is going to work. And if I scrub the playhead, you can see that in action.
03:09Test the movie using Command+Return on the Mac, Ctrl+Enter on the PC. So it
03:13looks like that the monster is bouncing against near the top of the screen.
03:16So using the Motion Editor, you don't have to be stuck with robotic animation.
03:20You can adjust the Easing using several different built-in easing methods to
03:24make your animation a little more smooth or a little bit more realistic.
Collapse this transcript
Creating custom easing in the Motion Editor
00:00In this movie, we will look at applying custom easing to an animation using the
00:04Motion Editor. If you are following along go ahead and open up
00:07Custom_Easing.fla from the Chapter 01 folder. You can also just create an
00:11animation of something moving downward.
00:15Right now, I have Bounce easing applied to the Y property of my animations.
00:18What I am going to do is put in on No Ease, so that now the animation just
00:23moves downward. I am going to zoom out a little bit to see it little better. So
00:27I am going to use the keyboard shortcut Command+2 on the Mac, Ctrl+2 on the PC
00:31and that's the keyboard shortcut for View > Magnification > Show Frames. So
00:35that just makes the Stage go into our viewable area. Okay, so now let's scroll
00:40down, I will remove my Bounce easing by clicking the minus sign in the Eases
00:44section and I will choose Bounce. So now I no longer have my Bounce easing, I
00:48am going to add custom easing by clicking the plus button in the Eases section
00:51and I will choose Custom.
00:53Now the great thing about custom easing is that it has anchor points that you
00:57can adjust the handles on and you can add more anchor points so you have a lot
01:01of control over easing here. So I am going to expand the Custom Easing section
01:06by clicking in the blank space for that easing. So now my custom area is
01:11expanded and right now it's just a straight line going from 0% on frame one to
01:16100% on frame 18.
01:16What I am going to do here is use my custom easing to make the monster jump up
01:23and down and I will apply Ease In when the monster moves down, so it will
01:28speed up as it moves down and I will apply Ease Out on the way up when the
01:32monster moves back up.
01:34So again I am not going to control that using keyframes for the Y property, I
01:38am going to control that all using my custom easing. So the first thing I will
01:42do is I am going to select the ending keyframe in my custom easing and I will
01:47click and drag it all the way down. So I have it at 0 the whole way, now I am
01:52clicking and dragging in the Bezier handle so I have a straight line. And if
01:57it's not probably straight it doesn't really matter because we are going to be
02:01modifying it a lot in just a minute here.
02:03Now what I am going to do is add in a keyframe at frame nine. So I am going to
02:09put my cursor at frame nine, I am going to hold the Command key on the Mac or
02:12Ctrl on the PC until I see a pen with a plus icon by it. Then I will click
02:17there to add a keyframe and now I would want to do is make this keyframe be at
02:23a 100% so the monster will be all the way down at frame nine. So with that
02:27keyframe selected, I am going to click and drag the slider on the left side of
02:32the Motion Editor, all the way to a 100%.
02:34You could also just click and drag the keyframe up but you have to drag it for
02:37a little bit longer period of time if you do that. So I prefer to drag the
02:40slider. So now you see how this bell curve and if I scrub the playhead I am
02:45not going to see the animation applied because I need to apply the easing in a
02:48property value. So I will do that right now and then we will fine-tune our easing.
02:53So for the Y property, I will change the easing to Custom and now you can see
02:58the animation curve applied. So instead of going from the top of the screen to
03:03the bottom of the screen at the end, we have our easing curve applied so it
03:07goes to the bottom of the screen halfway through and then back up to the top of
03:10the screen at the end of the animation. So let's test the movie and see this in action.
03:16So now the monster is bouncing up and down. It looks pretty good, it looks like
03:20some easing is applied but what I want to do is have a more cartoonist effect
03:24by exaggerating the animation. So I am going to scroll down to my Easing area.
03:28I will click to expand to my custom easing and I am going to adjust my curve
03:35here. So notice that it is a straight line from frame one to frame nine here,
03:42so I am going to exaggerate that by clicking and dragging up the handle and
03:46notice that the animation moves slower up; the curve gets a lot steeper around
03:50frame five, see that. I told you the same thing at the end of the animation, to
03:54have the monster slow down towards the end. So I will select that last keyframe
03:59and then click and drag that handle to the left.
04:01So the animation will go like this where the monster moves slowly as he is
04:06going down then really quickly until he hits the ground and then bounces back
04:12up really quickly and then slows down as he approaches the top. So let's test
04:16the movie now and see this animation curves in action. Command+Return on the
04:20Mac, Ctrl+Enter on the PC. And there is a lot more realistic with jump.
04:28So using custom easing in the Motion Editor, you can create customize curves to
04:33apply the any property in your animations.
Collapse this transcript
Squashing and stretching with custom easing
00:00One of the basic principles of animation is something called squash and
00:03stretch. In this movie we'll take a look at how to apply squash and stretch to
00:08an animation.
00:09To understand squash and stretch I am going to test the movie here. The file
00:13that I am using is Squash_Stretch.fla in the Chapter 01 folder, so we'll test
00:18the movie and we'll watch the monster moving up and down.
00:20You may notice that there is something that just doesn't feel quite right about
00:25this animation, and that's because the monster doesn't adjust it all when it
00:29hits the ground. I'll close the Preview window. Let's talk about squash and stretch.
00:34When the monster hits the ground its body should contract just a little bit to
00:40emphasize the impact of the monster with the ground. The principle of squash
00:44and stretch says basically just as much as the object contracts vertically, it
00:49should expand horizontally. So it should squash in one dimension and it should
00:54stretch in the other dimension.
00:56So let's take a look at how to do that in this movie, and again if you don't
01:00have access to Exercise Files you can just create a simple animation of
01:03something moving up and down.
01:05Now I remember I am applying custom easing with a bell curve to make the
01:10monster move up and down.
01:12What I am going to do is go to Frame 1 and then I am going to scroll up; I am
01:16going to remove the easing for my Y property. And the reason why I am doing
01:21this is so that I can adjust squash and stretch in relation to the monster's
01:25position. So what I am going to do is go to the last frame now and when the
01:31monster is at the bottom of the screen I want it to squash and stretch a little
01:34bit. So what I am going to do is go down to the Transformation area and I am
01:38going to make sure that Scale X and Scale Y are unlinked. So you should see the
01:42Unlink icon.
01:43Now I am going to click-and-drag Scale X to scale out the monster to about 125%
01:53on the Scale X property, and then I am going to click-and-drag the Scale Y in
01:56the other direction to about 75. So it's up 25% in Scale X and down 25% in
02:03Scale Y. I also don't need any easing applied at this point. So I am going to
02:07turn easing off for all of the Transformation properties.
02:10So we go to no easing, and notice that when I squash and stretch the monster
02:15it's not touching the bottom anymore that's, because it's squashing and
02:18stretching based on its transformation point which is in the center.
02:22So what I am going to do is scroll up back to the Y property and click-and-drag
02:26this Slider on the last frame to move the monster down so its feet are at the
02:31bottom of the Stage.
02:32So I basically we have the monster starting up with no scale applied and then
02:37finishing off squashed and stretched. So that looks good.
02:41Now what I am going to do is apply the Custom easing to the Y position, and
02:46then I am going to scroll down, and I am going to apply that same custom easing
02:51to my Transformation properties. So I am going to click the drop-down for ease
02:55for all the Transformation properties and I'll choose Custom. That will apply
02:59my same bell curve to my squash and stretch animation.
03:04So if I scrub the playhead, I'll see this squash and stretch animation goes
03:08along with up and down animation. So now I'll test the movie using
03:11Command+Return on the Mac or Ctrl+8 on the PC.
03:13So now here you may notice that the monster is kind of squashing and stretching
03:18a little bit early. You pretty much don't want any squash and stretch to happen
03:23until the monster hits the ground, because obviously the squash and stretch is
03:28to represent the impact of the ground on the monster. So what I can do is
03:32create another Custom Ease specific to the scale X and scale Y properties.
03:38So that is what I am going to do right here. I am going to scroll down to the
03:41bottom and in the Ease's section I am going to add another Custom Ease, so this
03:45is Custom 3, and then I am going to expand Custom 3, and I am going to apply
03:52the same kind of bell curve that I did for the Custom 2.
03:55I am going to drag the keyframe at the end all the way down bringing the
03:59handles on the first and last keyframe so you have a straight line. I am going
04:04to Command-click or Ctrl-click on Frame 9 to create a keyframe. Drag the Slider
04:11all the way to 100 to make it 100% there.
04:14Now what I am going to do is drag the handles all the way to the right as far
04:19as it'll go on Frame 0, and then to the left is as far as it'll go on the last frame.
04:27Now what I am going to do is going to create some more keyframes on frames 7
04:32and 12. So I am going to Command or Ctrl-click on Frame 7 and I am going to
04:39click-and-drag the keyframe down so that no squash and stretch will be applied
04:45until Frame 8, then I am going to go to Frame 12 and then I will Command-click
04:51to create a Keyframe. Now I'll drag it all the way down. So now this curve is
04:56completely flat and then really steep between frames 7 and 11.
05:04So now what I am going to do is apply this easing to the squash and stretch. I
05:08am going to scroll up and in transformation I am going to choose my 3-Custom
05:13easing and now I'll test the movie and see that I have a little bit more
05:17realistic animation, and that looks great so I'll close the Preview window.
05:24So in the Motion Editor you can create as many custom eases as you'd like and
05:28apply them to different properties to give your animations a more organic feel.
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Adding shadows
00:00Now we are going to look at adding shadows to an animation. Here we have our
00:04ball monster and it's moving down, that created a shadow animation. You will
00:10notice that the easing is off and the shadow animation is on a separate layer.
00:15Now what to point out is that whenever you are creating animations using really
00:18customized easing, it may be easier like in this situation to turn off all
00:23easing first. So I just have the monster at the top and at the bottom. So here
00:28my shadow is a movie clip that's pretty simple. I have an Alpha property
00:33animating and then I have a Blur filter that's animating as well and I am also
00:37animating its scale.
00:41So it scale out a little bit, the Alpha increases and the Blur lowers. I can
00:49easily define how we want the animation to be at the beginning or when the
00:53monsters is up, I can easily define how I want it to be when the monster is down.
00:57So I have my animation created and now all I have to do is apply my Custom
01:01easing. So in this file, I actually have the Custom easing created, so I'll
01:04select the animation frames, to the Motion Editor and then apply Custom easing
01:09for basic motion and that's 2-Custom and for transformation I am going to apply
01:143-Custom. Then I'll go back to the Timeline, select the animation on the shadow
01:19layer, go to the Motion Editor and I am going to apply some Custom easing that
01:24I created which is a really sharp bell curve to the Filters properties that's
01:302-Custom, Alpha property and the Transformation properties.
01:36Now it has got the playhead and with the easing applied the monster moves down
01:42and jumps back up, and notice that the shadow looks correct when the monster is
01:45down. I'll test the movie to see everything in action. So now there is the
01:51shadow applied as the monster jumps.
01:54So if you ever want to add shadows or other effects to an animation, you might
01:58want to turn off any easing that's applied to the animation and then you can
02:01modify the animation based on the start and end properties.
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Encapsulating animations
00:00One of the things you can do in Flash is take an animation on the Timeline and
00:04encapsulate that animation inside of a movie clip. The thing that's powerful
00:08that encapsulated animations is it allows you to put animation and layers
00:13inside of a container that you can easily move around or scale or rotate or
00:18duplicate.
00:19In this movie, we'll take a look at how to do that. If you are following along
00:22go ahead and open up Encapsulating_ Animations.fla in the Chapter 01 folder.
00:27What I am going to do here is I am going to take the animation layer and the
00:33shadow layer and combine them into a movie clip. What I am going to do is make
00:39sure all frames are deselected by clicking in the gray area at the bottom of
00:42the Timeline. Now I am going to select the animation frames and then
00:45Shift-click the shadow frames to select all of the animation frames.
00:53With all the frames selected, I'm going to right-click my selection and I am
00:58going to choose Cut Frames. Notice that there is no animation on these frames
01:04anymore and then what I am going to do is go to the Insert, New Symbol, or
01:09Command+F8 or Ctrl+F8 is the keyboard shortcut. For the symbol name, I am going
01:12to type Animation with a capital A, and then I'll click OK. Now I am going to
01:17right-click or Ctrl-click in the first frame of Layer 1 in the Timeline, when I
01:22am inside the animation movie clip and then I'll choose Paste Frames. Notice
01:28the names of the layers are pasted and all the frames are pasted.
01:32So now when I go back to Scene 1, I can drag that animation from the Library on
01:37at the Stage. I am going to delete the shadow layer and then click and drag
01:42outside of all the frames all the way up to frame 2 so I select arrange of
01:48frames. So I make sure that every frame between frame 2 and the last frame all
01:53my animations are selected and I'll press Shift+F5 on my keyboard and that will
01:57remove all of those frames.
01:59I just have one frame in my application now. So now what I am going to do is go
02:03to the Library and then click and drag some instances of my animation movie
02:08clip on at the Stage and to make it look it little bit different, I am going to
02:12change the size and positions of them. So I am going to use the Free Transform
02:16tool and scale in some of them just to give this application a little bit more
02:23depth, and then I'll test the movie to preview the animation.
02:32So with an animation encapsulated inside of a movie clip, you can easily reuse
02:37that as many times as you want.
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Randomizing animations with graphic symbols
00:00In this movie we'll look at powerful way that you can recycle movie clips by
00:03converting them to graphics symbols. If you are following along you can open up
00:08Graphic_Symbols.fla from the Chapter_01 folder. You can also just create a few
00:13different movie clips on the Stage that contain animations. If I test the movie
00:18you'll see a bunch of monster jumping down at the exact same time.
00:21So let's say I wanted to mix up this starting frame of the animation of these
00:26monsters. One of the easiest ways to do that is by using graphics symbols
00:31instead of movie clips. But I have already used movie clip so that it can have
00:34animations on one frame, but one thing you can do in Flash is tell Flash to
00:39treat a symbol as another symbol type.
00:42So what I am going to do is I am going to select one of the animations, I'll
00:46select the one on the right, I'll go to Properties inspector and there is a
00:50drop down that says Movie Clip and that's what type Flash is treating the
00:54symbol as. I am going to click the drop down and change it to Graphic.
00:58Now keep in mind that I am not changing the symbols type, I am just changing
01:01the instance type that Flash would treat this object as. The great thing about
01:05graphics symbols is that you can control the frame of the graphic symbol starts
01:09on. So what I am going to do is open up the Looping drop down in the Properties
01:13inspector and I am going to leave the option set to Loop. Instead of the first
01:16frame being Frame 1, you can have the first frame be Frame 6, so now the one on
01:23the right starts at the 6th frame. Then what I am going to do is select the
01:27monster on left, set it to Graphic have its first frame be Frame 12. I'll
01:34select the monster in the middle, change it to a graphic have its frame be Frame 1.
01:41So now I have randomized to just a little bit and what you need to do with
01:46graphic symbols is extend the main timeline to accommodate the frames and the
01:50symbol. So I am going to do is select frame 18, because I know that there are
01:5418 frames in my animation. Now I'll press F5 on my keyboard to extend the
01:58timeline to that point. Now I'll test the movie and preview the animation. Now
02:04the monsters are all jumping at different time.
02:08So by treating movie clips as graphics symbols, you can get a sense of
02:12randomness to your animations instead of having all the animations playing unison.
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Stretching animations
00:00Flash CS4 allow you to stretch the time of an animation. If you are following
00:05along you can open up Stretching_Frame. fla from the Chapter_01 folder or you
00:10can create an animation on the Stage. So here I have an 18 frame animation of a
00:15monster jumping up and down. I'll test the movie to preview it in the Flash Player
00:18and now I'll close the Preview window.
00:21Let's say this animation looks great but it's just a little bit too fast and I
00:27want to slow it down a little bit. So let's say I want to play the animation
00:30over 24 frames instead of 18 frames. All you have to do is hover your cursor
00:36over the frames that you want to extend so I am over the very end of the
00:41animation frames. Notice my cursor updates to show arrows that face the left
00:46and right. So if I click and drag there, I am going to extend the animations to
00:5024 frames or however many frames I want, I'll do the same thing for the shadow layer.
00:56Now if I test the movie the animation is exactly the same but its 24 frames
01:01long instead of 18. And this also works in the other way. Let's say the
01:06animations before was a little bit too slow and I wanted to make it in 12
01:10frames instead of 18 frames, so I am going to click and drag to make the
01:15animation 12 frames long in both layers, I'll test the movie and there it is.
01:22So by simply clicking and dragging at the last frames in the motion tween you
01:26can stretch the length of the animations to as many or as few frames as you would like.
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Saving for previous versions of Flash
00:00Now let's say that you created an animation using the Motion Editor and you
00:04wanted to share that animation with somebody that is using Flash CS3. In order
00:09to do that all you have to do is choose File > Save As and then for the format
00:16you choose Flash CS3.
00:18So now let's say I wanted to call this file, Saving_FLCS3. So I have saved it
00:23in the Chapter_01 folder then I'll click Save As, I'll see a message that says
00:27this file contains the following data that will be lost if saved in the Flash
00:30CS3 format: XMP File Info dialog's and metadata and Motion Objects. Basically
00:37what this means is that we can't save the animation for Flash CS3, because
00:42Flash CS3 doesn't support to this motion tween model.
00:45So what I am going to do is first Cancel and I am going to a cancel saving the
00:49file altogether. I am going to show you how to convert your animation to a
00:53format that Flash CS3 and even other versions of Flash will accept. To do that
00:58Right-click or Ctrl-click the motion tween in the timeline and then choose
01:02Convert to Frame by Frame Animation, so I'll do that for the animation layer
01:07and for the shadow layer.
01:09Now I use the tweening model to create the frame by frame animation that is
01:13acceptable by other versions of Flash. So now if I choose File > Save As, and
01:20then I choose Flash CS3 Document and I name the file Saving_FLCS3 and click
01:27Save As. Then I only see the XMP File Info dialog's metadata as the data that
01:34won't transfer when it goes to Flash CS3. So I'll click Save As Flash CS3 and
01:39now I have a file that can be opened in Flash CS3.
01:41So by converting motion tweens to keyframes you can utilize features of Flash
01:46CS4 and still be able to open the files in previous versions of Flash.
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Converting animations to ActionScript code
00:00In Flash CS4 you can copy motion tween data as ActionScript 3.0 code.
00:07The reason why that is useful is because it allows you to apply animations to
00:12multiple objects while the Flash movie is playing. In this movie we'll take a
00:18look at how to do that and before we start I just want you to be aware that
00:22this is really going to be of most use to people who already know and work with
00:25ActionScript code.
00:27If you are following along go ahead and open up ActionScript_Animation.fla in
00:31the Chapter 01 folder. If you don't have the exercise files just create a
00:34motion tween on the Stage. So what I am going to do is right-click or
00:38Ctrl-click my motion tween and then I'll choose Copy Motion As ActionScript
00:443.0. Now the ActionScript 3.0 code is in the pasteboard so what I am going to
00:50do is create a new layer, I am going to name the new layer actions, I am going
00:54to select the first frame of the actions layer and open up the Actions panel by
00:59choosing Window > Actions.
01:02In the Actions panel I am going to press Command+V on the Mac or Ctrl+V on the
01:05PC to paste the code that Flash copied for me. You'll notice that when you
01:11paste the code in Actions panel there is a lot of code. This code contains all
01:15the information about your animation.
01:19If you want to apply this animation to another object you need to uncomment the
01:23code, which in my code is on lines 38. It's the one that has the word addTarget
01:29in it. Now before we do that I am going to create another instance on the Stage
01:33so I am going to close the Actions panel, I'll delete the animation layer and
01:37I'll create a new layer and in the new layer I am going to drag an instance of
01:41the monster on to the Stage.
01:44Now what I am going to need to do is giving instance name to the monster so
01:47this is going to be a movie clip. So I'll select the monster, go to Properties
01:51inspector and give it in an instance name by clicking on the Instance Name
01:55field and I'll called this, monster, all lower case. Now I'll go back to the
02:00Actions panel. I'll select the first keyframe of the actions layer and then
02:04press Options+F9 on the Mac or F9 on the PC to open the Actions panel. Now I am
02:09going to go to line 38 in my code. Remember it's the one which says addTarget
02:13and then I am going to delete the two forward slashes at the beginning of the code.
02:17Forward slashes in ActionScript indicate a comment or it disables a line of
02:21code from being run in the Flash Player. So by deleting the forward slashes we
02:26are causing this block of code to run. The area that we're really concerned
02:29with is the brackets and instance name goes here so I am going to select all of
02:34that, I am going to delete it and I am going to replace that with the instance
02:38name of the monster on the Stage which is just monster. Then from there we have
02:43a number, which is 0 right now, which identifies how many times the animations
02:48will play. So I'm going to leave that at 0 for now and I am going to test the
02:51animation in the Flash Player. And there is the bouncing monster.
02:59Now the great thing about this feature is that you can apply this to as many
03:03audits as you want when you create them using ActionScript. So all you have you
03:07do to copy an animation and apply with ActionScript is right-click or
03:11Ctrl-click the animation in the timeline, choose to copy the motion as
03:15ActionScript 3.0 and uncomment the addTarget line and put you instance name in the parenthesis.
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2. Adding Realism and 3D Elements
Adding a perspective shadow
00:00In this chapter we are going to look at adding realistic and 3D effects to
00:04Flash animations. We'll start by adding a perspective shadow to the scene here.
00:09If you are following along go ahead and open up Perspective_Shadow.fla from the
00:13Chapter 02 folder. You can also just use any movie clip for this exercise.
00:18So here I have a monster and then I have a land in the background and the shadow
00:23layer that's empty.
00:24The monster is a movie clip, what I am going to do to create the shadow is copy
00:31the monster layer. So I am going to press Command+C on the Mac or Ctrl+C on the
00:34PC and then I'll select the shadow layer and then paste that art work using the
00:39keyboard shortcut, Shift+Command+V on the Mac, Shift+Ctrl+V on the PC and
00:44that's the keyboard shortcut to Paste in Place, that means paste an object to
00:48exactly from where you copied it.
00:51So I am going to lock and hide the monster layer and so now I am just looking
00:57at the shadow. Notice that the artwork on the Stage didn't really change,
01:01because the monster layer and the shadow layer contained the exact same art
01:04work. So I am going to use the free transform tool, I am going to scale the
01:08monster down a little bit.
01:10Notice when I pull down, both the top and the bottom scale. What I want is just
01:15the top to go down. I want the bottom to anchor. So I am going to hold Option
01:19on my keyboard, which is on the Mac by the way Alt, and then the bottom will
01:24anchor. So scale down the monster a little bit then I am going to skew the
01:30monster by clicking and dragging in any of the lines between the handles at the
01:35top and notice that the bottom skews as well. So if I hold that Option or Alt
01:39key I can anchor the bottom.
01:41So I am going to move the monster a little bit to the left and now I am going
01:47to create a shadow. I'll do that by applying a filter, so I have my movie clip
01:52selected in the filters area in the Properties inspector. I'll click the Add
01:56filter button and then choose to add a Drop Shadow filter.
01:59The first thing I am going to do is hide the actual object so I am going to
02:03check the Hide Object box and the monster will disappear, I'll just be left
02:07with that shadow. I am also going to adjust the distance to 0 pixels. I'll
02:13click in the distance field, press 0 and then Enter to accept the change. This
02:18is just, because I want to shadow exactly where I set it up initially. Now if I
02:21show the monster you can begin to see the shadow effect.
02:25Now let's refine the shadow, I'll select the Shadow and I am going to scroll
02:30down in the Properties inspector and adjust the Strength of it a little bit. I
02:34am going to bring it down to about 40% and then what I am going to do is adjust
02:41the blur a little bit. I am going to bring the blur up to 8 pixels.
02:45The reason why I wanted to 8 pixels instead of that maybe 10 is, because blurs
02:50and other filters are greatly optimized at multiples of four. So by doing four,
02:55eight, 12 etcetera, the filters will be process to lot better they will at
02:59different values. So that shadow is looking good and maybe I want to scale it
03:03down a little bit more so I am going to click and drag the middle handle at the
03:06top holding Options on my keyboard. I'll scale it down just a little bit.
03:11There's my perspective shadow. I'll test the movie to Preview in the Flash Player
03:14now, Command+Enter on the Mac, Ctrl+ Enter on the PC. Now I have added a more
03:19realistic 3D effect to my monster.
03:21So if you want to add a 3D effect you can go for a perspective shadow rather
03:26than a regular drop shadow and all you have to do to create the perspective
03:29shadow is copy the movie clip that you are creating the shadow for and then
03:32scale it, skew it, apply the drop shadow and hide the object. Adding a
03:37perspective shadow can really make your artwork pop.
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Nesting animations
00:00In this movie, we will look at nesting an animation to make the monster's claw open
00:04and then snap shut. If you are following along, go ahead and open up
00:08Nesting_Animations.fla from the Chapter_02 folder. You can also just create any
00:13movie clip on the Stage. Double-click the monster to enter its timeline and
00:17then we will take a look at the monster's timeline. It has three layers:
00:20Left Claw, the Monster layer and the Left Arm layer.
00:24The left claw layer is a movie clip. It's an instance of LeftClaw. Now I will
00:29double-click the Left Claw movie clip to enter its timeline. Inside of the Left
00:34Claw movie clip, there are two movie clips. One of them is called the
00:38RightSide, which is the right side of the claw and the other one is called
00:41LeftSide, which is the left side of the claw.
00:43What we want to do is animate these rotating open. But if I rotate them right
00:47now, they hinge around the center. That's because of the circular area called
00:52the Transformation Point. When you select and armed it with the Free Transform
00:56tool or multiple objects, you will see a transform point or a little circle in
01:01the center of that object.
01:02If you move that transformation point, then you can redefine what axis you can
01:06rotate around when you rotate the object. So I will move the Transformation
01:10Point on the left claw to the bottom right of the claw. Now when I rotate the
01:15left claw it hinges around that transformation point.
01:19So I will open the claw a little bit and then I will select the right claw and
01:23I will do the same thing. So I will move the transformation point down to the
01:26bottom and then open the claw just a little bit. Noticed that there is a little
01:31bit of a gap in between the two claws.
01:33I am going to select the right claw and then use my keyboard, pressing the Left
01:38Arrow to close that gap. Now I am ready to create a motion tween animation. I
01:43will do that by selecting the right claw, right-clicking and choosing Create
01:48Motion Tween.
01:49Now you may not be familiar with this method, as you may have only created
01:52motion tweens on the timeline. This method allows you to create motion tweens
01:55based on objects. So you can just Right-click or Ctrl-click any symbol and
01:59choose Create Motion Tween like this and first we will create a motion tween
02:02just like you would on the timeline.
02:03So I will go back to frame one, Right- click or Ctrl-click the left claw and
02:09then select Create Motion Tween. So now I have two open claws here. Now what I
02:14want to do here is create Property Keyframes for the rotation properties on the
02:18last keyframe of this animation for both claws. Because I actually want to
02:23start out the animation with the claw closed then have it opened and a kind of
02:27snap shot at the beginning.
02:28So what I am going to do is Right-click or Ctrl-click the last frame on Layer 2
02:33and then choose Insert Keyframe Rotation. I will do the same thing for the last
02:39keyframe of Layer 1. Right-click or Ctrl -click, Insert Keyframe > Rotation. Now
02:45I will go back to frame one and then I have to find what the claw looks like
02:50when it's closed.
02:51So I will select the left side, rotate it in, select the right side rotate it in.
02:58Everything looks good. Scrub the playhead to preview the animation and
03:04that looks nice and fancy. So I will test the movie using Command+Return or
03:08Ctrl+Enter and see the animation works. It just a little bit robotic.
03:13So we'll add some easing to make it feel little bit more natural.
03:16I am going to add ease in so the claw will shut and then slowly open at first
03:22and then quickly open towards the end. To do that I will select the tween in
03:26Layer 2, jump over to the Motion Editor and for my Basic Motion, I will set the
03:32easing to Simple (Slow). With that easing set, I will scroll down and define my
03:38Simple (Slow) ease. I will do that by dragging the slider all the way to the
03:43left. So I want a value of -100 because remember I want the animation to be
03:46slow at the beginning and faster at the end. So that's ease in or a negative value.
03:51Let's do the same thing for the other claw. Jump over the timeline, select the
03:56Layer 1 tween. Go to the Motion Editor, define the easing for Basic Motion as
04:02Simple (Slow), then set the Simple (Slow) easing to Ease In. Now let's test the movie.
04:08We will preview the more realistic animation. Command+Return on the Mac,
04:11Ctrl+Enter on the PC and there is our animation in action.
04:18So now I will close the Preview Window. So by nesting animations and adding
04:22easing you can add more realistic motion effects to your animations.
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Syncing audio
00:00In this file here I have an animation of a claw closing really sharply. I will
00:05test the movie to show you. Command+ Return on the Mac, Ctrl+Enter on the PC.
00:09What I am going to do in this demo is show you how to sync sound with the
00:14animation to make the animation a little more powerful and have a snapping
00:18sound when the claw closes.
00:20If you are following along, go ahead and open up Syncing_Audio.fla from the
00:24Chapter 2 folder. You can also just use any movie clip for this exercise.
00:28We'll double-click the monster on the Stage and then double-click the LeftClaw movie
00:32click to enter LeftClaw timeline. So here we have an animation and on frame 1,
00:39the claw is closed.
00:41So I will create a new layer and I will call it Sound, then I am going to drag
00:46a sound into this layer. To do that, I will go to the Library and then click
00:51and drag Lobster2.mp3 from the Library on to the Stage in the sound layer.
00:56We'll then see the sound in the timeline. I'm going to select the keyframe where the
01:00sound starts, go the Property inspector and change the Sync property to Stream.
01:06Mine is actually already set at Stream but make sure to change yours to Stream
01:10if not at Stream already.
01:11Stream is really the best for syncing any kind of audio. So that's what I am
01:14doing here since I am using a streaming sound. Now I am going to test the movie
01:17right now and when I do you may noticed that you hear the sound overlapping
01:21with another similar sound. I will test the movie now.
01:25(Snap, snap, snap, snap, snap, snap.)
01:33I'll let the animation run a few times so that you can hear the sounds kind of
01:37overlapping. If you can't hear it on the movie, you may be able to hear it on
01:41your screen in Flash. The reason why the problem is happening is because we have a
01:45movie clip that's duplicated.
01:47If I go to the main timeline by clicking on Scene 1, you will see a shadow on
01:50the Stage. This shadow is actually a duplicate of the drippy monster movie
01:55clip. So what I am going to do is remove the sound from the shadow movie clip
02:00and to do that, I am going to need to follow kind of a procedure here.
02:04So I will lock the monster layer and unlock the shadow layer. The first thing I
02:08am going to do is right-click or Ctrl- click the shadow and then choose Swap
02:12Symbol. Here we can swap this symbol out with another symbol. Now we don't have
02:17another symbol and it doesn't have sound. But what I am going to do is create a
02:20duplicate of the Drippy Monster symbol here. So I will select DrippyMonster in
02:24the Swap Symbol dialog and then click the Duplicate Symbol button.
02:28I will name the new symbol DrippyMonsterNoSound. Click OK and then I will
02:36choose that movie clip and click OK. If you test the movie, you are still going
02:40to hear the same problem. That's because we need to actually remove the sound
02:43from the left claw movie clip.
02:45So I am going to double click the shadow to enter its timeline and then there
02:48is the left claw there. Remember, again I am in DrippyMonsterNoSound this time
02:53and we will do the same Swap Symbol technique for this movie clip and then
02:56create a copy that doesn't have any sound.
02:59So I will right-click the movie clip, choose Swap Symbol, select LeftClaw,
03:05click the Duplicate Symbol button, name the symbol LeftClawNoSound, click OK.
03:14Select LeftClawNoSound in the Swap Symbol dialog and then click OK to accept
03:20and now I am going to double-click the left claw on Stage. That should bring me
03:24inside of the LeftClawNoSound movie clip.
03:27So now what I am going to do is delete the sound layer in this movie clip.
03:30Select the Sound layer, click the Deleter Layer button to delete it and
03:35now I have removed the sound from the shadow but not the original movie clip
03:40and I did that by copying the shadow symbols, then removing the sound in the
03:44symbol copy, not the original.
03:47If I test the movie, you won't hear the same problem. Command+Return on the
03:50Mac, Ctrl+Enter on the PC.
03:52(Snap, snap, snap, snap.)
03:56So remember, if you ever want to take sound out of
03:59the instance that you are duplicating, you can create a duplicate symbol and
04:03take the sound out of the duplicate and leave the original movie clip intact.
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Adding 3D rotation
00:00Now we will look at adding 3D rotation to our animation. If you are following
00:04along open up Adding_3D.fla from the Chapter 2 folder. You can also just use
00:10any movie clip to follow along. I am going to double click the monster on the
00:13Stage to enter its timeline and then we will apply the 3D to the left claw then
00:19left arm layers.
00:21The first thing I will do is extend the timeline a little bit. Going to go to
00:25frame 24 and I will click and drag from frame 24 in the Left Claw all the way
00:30down to frame 24 in the Left Arm layer and I will press F5 on my keyboard to
00:34extend the timeline. I will create a motion tween for the left claw by
00:38right-clicking in the timeline, which is in Create Motion Tween. I will do the
00:42same thing for the Left Arm. Right- click or Ctrl-click, Create Motion Tween.
00:47Now I am getting this message here that says, the selected item cannot be
00:50tweened. So I am going to cancel that. Basically it just saying that I am not
00:52working with the symbol but rather I am working with a group or a shape. So I
00:56am going to select the object and sure enough it's a group.
00:58So I will convert it to a movie clip with F8 on my keyboard and I will call
01:02this LeftArm. Now that's a symbol. I can motion tween it by Right-clicking and
01:08choosing Create Motion Tween. Now what I will do is go to frame one and use the
01:123D Rotation tool to rotate the claw little bit forward. That looks good. Then I
01:20will move it down a little bit with the Selection tool and then I will select
01:24the arm and then do the same thing.
01:26So using the 3D Rotation tool, I will rotate it a little bit and by the way I
01:30am clicking and dragging the orange circle which is kind of the omni rotation.
01:34So I can rotate on all axes at once. So I will rotate it a little bit and move
01:44it down, into the side a little bit and that looks good.
01:48Now I will go to frame 24 and I will finish the animation by moving the claw in
01:54front of the monster's face and I will rotate it a little bit more with the 3D
01:58Rotation tool. I will move it down a little bit and then I will select the arm
02:07and I will do the same thing.
02:08So I am going to rotate it and just make sure that it's at the right angle and
02:18then I will move it so that it looks connected to the claw. Now if I test the
02:23movie, I can preview the animation. Command+Return on the Mac, Ctrl+Enter on the PC.
02:29(Snap, snap, snap, snap.)
02:33 Now it looks a little bit like the arm is showing behind the claw,
02:36which I don't want to happen.
02:37So I am going to kind of fine tune that just a little bit and move the claw up
02:43on frame one, to the right a little bit and then I will test the movie again.
02:52(Snap, snap, snap, snap, snap, snap, snap.)
02:59And that looks good. So I will close the Preview Window and now I am going to
03:03do is make the animation loop by using animation curves.
03:06I am going to create a bell curve that will make the animation go forward and
03:10then in reverse. To do that I will select the Left Claw animation. Go to the
03:13Motion Editor, then I will create a custom curve. I will click the plus button in
03:18the Eases section to add a Custom Ease. I will click and drag the viewable
03:22frame slider so I can see all the frames for my animation and expand my custom
03:27ease a little bit.
03:27I will need to do a little bit more room in the Motion Editor. So I am going to
03:31pull it up just a little bit. I will select the last control point for my
03:35custom ease. So at first I will move the playhead to the last frame. Then I
03:38will click on that last control point and drag the slider all the way down to
03:42zero. Bring the handles in just a little bit and then I will add a new control
03:50point at the 12th frame.
03:52So I will hold Command on my keyboard, that's Ctrl on the PC and then click in
03:56the 12th frame to add a control point. I will drag the slider all the way up to
04:01100 for this one. So the animation will start at 0%, go to a 100% and then go
04:07back to 0%. I will drag the handles in just a little bit to start out the
04:14animation a little bit more slowly and then I will apply the curve to my basic
04:18motion. I will click the Easing drop- down and then choose my Custom Ease.
04:22Now all I have to do the same thing for the arm animation. So we go to the
04:26timeline, select the Arm, click on the animation, move over to the Motion
04:31Editor. In the Motion Editor, I will follow the same process. So I will create
04:35a new Custom Ease and then I will expand the ease area. Go to the last frame,
04:42click on the control point, drag it down to zero. Adjust the handles. Add a new
04:51control point at frame 12.
04:53Remember, I am holding Command on my keyboard and Ctrl on the PC and clicking
04:57that frame 12 to add one there. Drag that up to the top. Click and drag the
05:03control points in and then apply the custom ease to basic motion using the Ease
05:09drop-down. Now I will test the movie and watch the animation play forward and
05:15then reverse. Command+Return on the Mac, Ctrl+Enter on the PC.
05:19(Snap, snap, snap, snap, snap.)
05:24Now I will close the Preview window and there is our animation with 3D
05:28Rotation. So by animating 3D rotation you can add more realistic effects to
05:33your animation. Now remember that you can apply curve to a 3D animation just
05:37like any other animation.
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Using 3D layers
00:00In this movie we will look at using 3D in layers to create a moving camera
00:05effect. If you are following along, go ahead and open up Moving_Camera.fla from
00:11the Chapter_02 folder. If you don't have the exercise files, just create a few
00:16movie clips and put them on different layers. I am going to test the movie to
00:21see what we have so far, Command+Enter on the Mac, Ctrl+Enter on the PC.
00:26So the elements are moving forward and we have a 3D effect.
00:30Notice that the can in the left who wasn't moving forward. That's all we are
00:33going to do here. When you want to create a 3D effect like this, it's really
00:39easy in Flash because you can use the 3D tools. All you needed to do to get
00:43that 3D effect is move the elements that are more forward, further forward or
00:49faster than the elements that are behind them.
00:52So this can here just needs to move a little further forward than every other
00:56element. So what I am going to do is create a motion tween here from
01:01right-clicking or Ctrl-clicking and choosing Create Motion Tween in the
01:04monster layer and then what I am going to do is move the animation frame where
01:11all the animated elements stops. So that's about Frame 150.
01:15So at frame 150 I am going to select the can in this Stage and then I am going
01:20to adjust its 3D position in the Property inspector. So I am going to click and
01:24drag that Z slider to the left until the can is really up close. About
01:29-400 should do. Let's test the movie and preview the whole animation
01:37And that looks good.
01:39So whenever you want to add a 3D camera effect, organize your content into
01:43layers and animate the Z positioning of all the objects, moving the objects in
01:49front more than those in back.
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3. Mastering Bones
Animating a bone system
00:00In this movie we will look at animating bone systems. On the Stage here I have
00:05a spider and, by the way, if you are following along you can open up
00:07Animating_Bones.fla from the Chapter_ 03 folder. You can also just create a
00:11spider type movie clip on the Stage.
00:14So I am going to double click the movie clip, and here we have three layers:
00:17body, and legs, and shadow. So let's take a look at the legs. The legs are
00:24actually instances of the same movie clips and that movie clip is called "Leg Animation."
00:31So now we are going to do is animate the leg inside of that movie clip and that
00:37animation will apply to all the legs of the spider. So I am going to double
00:41click the leg in the front. Now I am going to use the Zoom tool, zoom-in and I
00:45am going to create an Armature animation. To do that, the first thing I am
00:50going to do is use the Bone tool and then define my bone system.
00:54So I am going to start from the inside of the leg where its connected to the
00:57body, click and drag to where the leg bends and then I am going to click and
01:04drag again to basically the foot area. So now I have two layers. I am going to
01:10delete the empty layer and I have my Armature layer here.
01:13Now what I will do is animate the Armature. So you are going to go to Frame 5
01:19and then I am going to use the Selection tool and then click and drag to move
01:25the bone. Notice here that the bone is kind of misaligned, what I am going to
01:31do is move the first bone up a little bit and then I am going to hold the
01:35Command key and then I can move the leg bone.
01:42Also what I am going to do is hold the Command key and move the big leg bone
01:46out to the left a little bit. So, of course, to make up for that I'll need to
01:50move this smaller leg bones as well, okay. So there I have my animation and
01:58then I am going to make the animation of the leg coming back in.
02:03So I am going to go to Frame 8. I am going to bend the leg back up in a little.
02:09I am going to hold Command on my keyboard and that is Ctrl on the PC and then
02:14move the leg in. Then I will go to the last frame of the animation and move the
02:20leg up and then I hold Command on my keyboard to move the leg right where I want.
02:31Now I am going to test the movie to preview the animation, Command+Enter on the Mac,
02:35Ctrl+Enter on the PC.
02:39So looks like the animation looks pretty good except
02:41for those parts where the back of the leg is sticking now. So I am going to
02:43find those parts. It looks like its sticking out on Frame 8. So I hold the
02:48Command on my keyboard and then move the short leg to cover that up and I will
02:55preview the other frames and that looks good.
02:58So I will test the movie again.
03:01It looks like all the legs are moving okay now.
03:05So whenever you create an Armature you can animate it by just moving the play
03:09head to the appropriate keyframe and then moving the Armature however you would
03:13like, if you need to fine-tune your Armature animation you can hold Command or
03:17Ctrl on the keyboard and then click and drag to move the different parts of
03:21your armature.
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Adding easing to an armature animation
00:00Now look at refining an armature animation by adding easing. If you are
00:04following along go ahead and open up Easing_Bones.fla from the Chapter_03
00:08folder. If you don't have the exercise files just make sure you have an
00:12armature animation to work with.
00:13So I am going to double click my monster on the Stage and then I am going to
00:18double click one of the legs inside of the spider movie clip and we will look
00:21at easing for armatures. For armature animation you can't use the Motion Editor
00:27for easing. See we have the animation selected here and I go to the Motion
00:30Editor and I am not able to edit the animation.
00:33So I will go up to the timeline and I will use the Property inspector to
00:36control easing. I will select the tween, so now I can see it in the Property
00:40inspector here. I can control the easing for each keyframe. So what I am going
00:45to do is go to Frame 1 and I am going to set the easing on frame one to ease
00:50out. So I am going to drag it all the way to 100 and then if you click the Type
00:55drop down you can choose the basic types of easing.
00:58So I am going to use Simple Medium for this easing. Let's going to make the
01:02animation movie little more quickly out first then slowly towards the end then
01:06I am going to select the third keyframe, I am going to have it do the same
01:10thing. So I will drag this Strength slider all the way to 100 and change the
01:14Type to Simple Medium. Now I will test the movie to see the easing in action.
01:24So now the animation is a little bit more realistic feeling. So if you ever want to
01:27apply easing to an armature animation just put the playhead on their
01:31appropriate keyframe, click on the keyframe that you want to control in the
01:35armature and then you can control the easing through the Property inspector.
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Creating complex armature animations
00:00In order for the animation of the spider to be believable we will to vary
00:04animation of the legs just a little bit. We are going to do that using graphics
00:08symbols. If you are following along, go ahead open up Varying_Animation.fla
00:13from the Chapter_03 folder. You could also just use an armature animation.
00:17So on the Stage here I have my spider. So I am going to double click it edit
00:20timeline and then what we are going do is lock the other layers so I am locking
00:24the body in the shadow and then I am going to do selection area around all the
00:28legs. So I have all the legs selected and at the same time I am going change
00:32all of their symbol types to graphic.
00:34Now remember this doesn't change the actual symbol type this just changes how
00:39Flash treats this symbol type on the Stage. So if you are looking Library, you
00:43see that my leg animation is still a movie clip and not graphic symbol.
00:46All right back to the Property inspector. Now what I am going do is the one of
00:49the time I am going to select these legs and then change the frame that the leg
00:53starts on. The first leg on the left, I have the frame be 6. Then what I am
00:57going to do is how the other legs be a little bit behind each other. So it kind
01:02of like the front leg moves first and then the next leg and then leg behind
01:07that one and so on.
01:09So I am going to go to the next leg instead of the first one being at 6, I have
01:13the first one being at 3 then I will go to the third leg back and then for the
01:17first frame I will choose 12 and for the fourth one back for the first frame I
01:27will choose 9. So we going to follow the same idea for the right legs as I did
01:32for the left legs.
01:33So for I am going the start in a different spot, with front legs I will start
01:41with one and then I will go to 10. Then for the third leg, choose 7, and for
01:56the fourth leg I will have it start at frame 4. Test the movie, and see the
02:04legs in action, Command+Enter on the Mac, Ctrl+Enter on the PC.
02:11I will close the preview window. So remember that you can vary animations even
02:15though you are using a same movie clip by using a Property inspector and
02:19telling Flash to treat the symbol as a graphic symbol. From there you can vary
02:23the starting frames of each instance.
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Creating bounce
00:00In this movie we will use animation curves to create a bounce animation for
00:03this monster's body. If you are following along, you can open up
00:07Creating_Bounce.fla from the Chapter 3 folder or you can just have a movie clip
00:12on the Stage. On the Stage I will dive into the Spider movie clip and then I am
00:16going to lock all the layers except for the Body layer.
00:19The Body layer is already a movie clip, it's an instance of a movie clip called
00:22Body. What I am going to do is create a motion tween. So I will right-click or
00:26Ctrl-click the body on the Stage and choose Create Motion Tween and I am going
00:31to move the body up just a little bit using my keyboard and then what I am
00:35going to do is go to the last frame here and on the last frame, which is frame
00:4012, I am going press Down on my keyboard to move the body down a little bit.
00:43Now I don't want to do a really drastic animation, I want to do something
00:48simple. I just want to look like the monster's body is being affected by a
00:52walking. So it's going to bounce up and down a little bit. So I will select the
00:57body animation then I will jump over to Motion Editor.
01:00Now I am going to create a custom easing curve that's going to loop a little
01:04bit. So it's going to start at 0% and end at 0% and in between it going to go
01:09up and down. So I am going to scroll all the way to the bottom in the Motion
01:12Editor and add a new custom Ease and I will expand my custom Ease and scroll
01:19down so I can see it all the way. I am just going to expand the Motion Editor a
01:25little bit and then I will select the last box in the custom Ease, click and
01:31drag that all the way to the bottom and then what I will do is add some control
01:38points to this animation.
01:41So I will put 1 at frame 4, so then Command-click on frame 4 and drag that all
01:47the way to 100. Then I will put 1 at frame 6, so I will Command-click at frame
01:546 and drag that 1 down to about 50. It doesn't matter if it's exactly at 50.
02:01Then I will create another one at frame 9.
02:04So I am going to Command-click at frame 9, Ctrl-click on the PC, I will click
02:10and drag the control point up to about 85%. Again, we are not looking for an
02:16exact amount here. I just want it to be random when it's applied so that the
02:21monster will bounce up and down.
02:23So with my custom Ease in place, I am going to scroll up and apply the custom
02:28Ease to my Basic Motion and then I will test the movie and watch monster bounce
02:33up and down as it moves, Command+Return on the Mac, Ctrl+Enter on the PC.
02:39There is our bouncing monster animation.
02:41So remember that when you are creating your custom animation curves, you don't
02:45have to be limited to a specific type of curve but you can get creative to
02:50create cool, natural feeling animations.
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Adding bones to shapes
00:00In Flash, you can not only create bones with movie clips but you can also add
00:05bones to shapes. In this movie we will take a look at how to do that. If you
00:08are following along, go ahead and open up Bone_Shapes.fla from the Chapter 3
00:12folder. If you don't have access to the Exercise files, don't worry. You can
00:17just use any shape you would like.
00:19On the Stage here I am going to double-click the spider to enter in its
00:21Timeline. Then I am going to double- click the spider's body. Now that I am in
00:25the Body movie clip, there are two layers, Body and Eyes. I have actually
00:31already prepared three of the bone shape animation. So I will show you now by
00:35testing the movie with Command+ Return on the Mac or Ctrl+Enter on the PC.
00:41One thing you may notice in this animation, other than that it's unbelievably
00:45lovable, is that the shapes are very simple. So if I zoom in, I will use the
00:51Zoom tool here, you will notice that there aren't any shadows or anything on
00:55these shapes like there were in the previous movies. I had to remove those in
00:59order to pull off the bone shapes.
01:02Another thing you want to look out for when you are creating bone shapes is
01:05using a shape that's very complex. See the body here has many different colors
01:10and many different vector shapes as part of it. If I were to use bone shapes
01:14with that object, Flash would give me a warning message.
01:17So I am not going to do that. I am going to double-click the Eye here on the
01:20right to enter its Timeline and add bone shapes to it. Inside of the far right
01:25eye, I will select the Bone tool and then click and drag to add bones to the
01:30shape, just like it added bones to any movie clip. With my bone system set up,
01:35I can move the system around by clicking and dragging just like any other bone
01:39system. I will put it back to its original place and now we'll create an animation.
01:45Before we create the animation, I am going to delete Layer 1, which is some
01:48leftover vector artwork that didn't make the bone system. So I am going to
01:53extend the Timeline to frame 10 by selecting frame 10 and then pressing F5 on
01:57my keyboard. Then I am going to insert a pose here. Remember that inserting a
02:01pose is like inserting a keyframe with a motion tween.
02:04So I am going to right-click or Crtl- click frame 10 and then choose Insert
02:08Pose. Now I'll go to frame 5 and then I will move my bone system. So I will
02:12select it and then click and drag the top bone up a little bit and have it kind
02:17of bend in. I want this effect to be pretty subtle and that looks good. Now I
02:22will test the movie to preview the bone system in action.
02:30It's important to note that when you create bone shapes, that sometimes Flash
02:34doesn't give you the exact results that you need. That's when the Bind tool
02:38comes in handy. The Bind tool is hidden in a fly-out menu beneath the Bone
02:42tool. With the Bind tool, you can see control points for your shapes and what
02:47bones they're connected to. For example, if I use the Bind tool in the selected
02:51bone, the associated control points highlight in yellow. To change a control
02:57point associated with a shape, you can click and drag from that control point
03:01to the bone.
03:04Now when I click the middle bone, the control point I just connected shows up
03:09in yellow. That's all there is to creating bone shapes in Flash. You use the
03:13Bone tool just like when you create any other bone system and you could refine
03:17the bone shapes using the Bind tool.
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Adding 3D animation to a spider
00:00Now what we are going to do is add some simple 3D animation to make the spider
00:04walk forward. If you are following along, go ahead and open up Adding_3D.fla
00:09from the Chapter 3 folder. If you don't have the Exercise Files, you can just
00:13use any movie clip.
00:13What I am going to do is extend the Timeline to frame 100. Then I am going to
00:19create a motion tween in the layer on the main Timeline. On frame 1, I am going
00:27to move the spider down a little bit and then I am going to zoom it out using
00:34its Z-positioning. So I am going to click and drag that Z slider in the
00:38Property inspector to the right and zoom out the spider a whole bunch and about
00:491000 should do.
00:50I will move it over to the right just a little bit and then what I am going to
00:55do is go to the end of the animation and zoom this spider in using its same Z
01:02property until the spider is off the Stage. That looks pretty good! So let's
01:08test the movie, Command+Return on the Mac, Ctrl+Enter on the PC.
01:13And there is the spider walking forward.
01:17Notice because of the 3D effect, it's walking forward a little bit faster when
01:22it's closer and slower when it's further away. So what I am going to do is give
01:26the spider an even pace by using easing. So I am going to select the animation,
01:30go to the Motion Editor, apply the Simple (Slow) easing to our Basic Motion.
01:38Then I am going to define the Simple (Slow) easing to ease out. That way the
01:42spider will slow down as it gets closer to us or closer to the screen and the
01:46animation will appear more smooth throughout. So I will test the movie, again
01:50with Command+Return or Ctrl+Enter.
01:52There is the animation of the spider walking.
01:57Now remember if you feel like the spider is moving too fast, you can always
02:00click and drag the last frame to extend the animation. I will test the movie
02:04again; spider is moving a little bit more slowly now.
02:09So with the 3D tools in Flash, you can combine 3D effects with your bone
02:14animation effects to add some more life and depth to your animations.
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Creating interactive bones
00:00In Flash, you can not only create bone systems that animate, but you can also
00:05create bone systems that are interactive. If you are following along, open up
00:09Interactive_Bones.fla from the Chapter 3 folder. In order to get this file to
00:15work, all you will need is a bone system that you can work with. I am going to
00:19double-click the monster to enter its Timeline and then double-click in one of
00:23the legs to enter in the movie clip Leg Animation.
00:27Here I have a pretty simple bone system that I can click and drag. Now let's
00:32say I wanted to make this bone system interactive. So you can click and drag
00:37the bones like I am doing here when the Flash movie is playing. All you have to
00:43do is select the frames in your Armature layer and then go over to the Property
00:48inspector. In the Options section of the Property inspector, change the Type
00:52from Authortime to Runtime. With Runtime bone set, you can test the movie,
01:00click and drag your bone systems and watch how they are interactive.
01:06So with no ActionScript code, we've quickly and easily created an interactive bone system.
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4. Mastering Masks
Animating masks
00:00In this chapter we'll look at animating masks in Flash. There are two types of
00:05mask animations. You can animate the mask itself or animate the content that is
00:10masked. In this movie, we will look at animating the mask itself. If you are
00:15following along, go ahead and open Animating_Masks.fla from the Chapter 4
00:20folder. If you don't have the Exercise Files, you can just use a simple vector
00:25shape and a mask like the mask we'll look at in this movie.
00:28So I'll double-click the monster to enter its Timeline. Then I will
00:30double-click the monster's body to enter its Timeline. Inside of the monster's
00:35body, there are several different movie clips. There is one for each eye and
00:42actually the three eyes on the right have completed animations already; if I
00:48test the movie we can see that, Command +Return on the Mac, Ctrl+Enter on the PC.
00:52So the three eyes on the right are blinking using an animated mask. So for
00:58this exercise, we will animate the eye all the way on the right.
01:02So I am going to double-click the eye on the right, and you can see that I have
01:06already set up the file for you. We have a Mask, a Masked layer and the Eye.
01:12Let's take a look at each layer. I will unlock them all and you can see on the
01:17Mask layer, there is a purple mask that's kind of curved up and this mask is
01:22going to fit the contours of the monster's eye, that's why I curved it in a
01:25little bit. I will lock and hide that layer.
01:29The Masked layer is a green circle. Now you can see it better if I zoom in a
01:34little bit. So I am going to click and drag to zoom in using the Zoom tool and
01:37you can see that the green masked area that represents the monster's eyelid. I
01:42will lock and hide that layer. The Eye is just the monster's eye. So I will
01:48show the Mask and the Masked layer and I will unlock both of them.
01:53Note that I also extend its Timeline to frame 100 to accommodate an animation.
01:58Here I am going to create a simple shape tween for the mask. When the mask is
02:02going to reveal the monster's eyelid, which will make it appear as if the
02:06monster is blinking. So I will create a keyframe in the frame 10 in the Mask
02:10layer by selecting frame 10 and pressing F6. Then I will select frame 20 and
02:14press F6 to create a keyframe there as well.
02:16Now I will create the shape tweens by right-clicking or Ctrl-clicking in
02:21between frames 1 and 10 and choosing Create Shape Tween. I will do the same
02:25thing between frames 10 and 20, right- click or Ctrl-click and choose Create
02:29Shape Tween. Now I'll go to frame 10 and create the middle frame.
02:36All I am going to do there is move the mask downward on the monster's eye, and
02:42then I am going to modify the shape to bend out a little bit, again to fit the
02:48contours of the monster's eye. If you scrub the playhead, you should see the
02:53shape tween in action. You can lock all layers to preview the mask in Flash.
03:01Let's test the movie to see this in the Flash Player.
03:06There is the monster blinking.
03:10You may notice the animation doesn't look exactly the same as the other
03:13animations and that's because I applied easing to the other animations. Now we
03:17will apply easing here real quick. Click in between frames 1 and 10 and then in
03:23the Tweening area of the Property inspector set the Easing to Ease out.
03:30That way the animation will move faster at the beginning and slow at the end
03:34when the monster's eyes are closed. I will do the opposite in between frames 10
03:38and 20. I will set the easing to Ease in by dragging the Ease slider all the
03:45way to -100. Now I will test the movie to preview the animation.
03:49There is our animated mask working to make the monster blink.
03:52So remember that whenever you use masks, you don't need to be limited to using a
03:58static mask, you can animate masks and add neat effects to your Flash movies.
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Animating masked content
00:00Now we'll look at animating masked content. If you are following along, I am
00:04working in Masked_Content.fla from the Chapter 4 folder. If you don't have the
00:10Exercise Files, you will just need some kind of content to mask.
00:15Now I will double-click the spider to enter its Timeline and then double-click
00:18the spider's body to enter its Timeline. Each of the Eye movie clips has an
00:24animation inside of it. If you test the movie you can see the animation.
00:30Eyeballs are following the bouncing monster in the foreground. What we will do
00:35in this movie is animate the eyeball on the far right. I will close the Preview
00:41window and double-click the far right eyeball to enter its Timeline.
00:44Notice that there are four layers here: we have the Highlight layer that has
00:49some highlights for the eye. That's just to give it some 3D depth since those
00:53eyes are going to moving back and forth. The Mask is a circular area that
00:58covers up the Pupil, just a white circle. The Pupil is obviously the pupil and
01:05the Eye is the whole monster's eye.
01:07Here I will extend the Timeline to frame 100. I will move there and then click
01:13and drag from the Highlight layer down to the Eye layer in frame 100 and then
01:16press F5 on my keyboard to extend the Timeline to that point. Now I will create
01:20a motion tween for the Pupil layer. I will do that by right-clicking or
01:26Ctrl-clicking the Pupil layer and then I will choose Create Motion Tween. You
01:30may need to unlock the Pupil layer if it's locked. So I'll right-click again
01:34and choose Create Motion Tween.
01:36In the Pupil layer, I will select the pupil and using the Selection tool on my
01:43keyboard, I will move the pupil down a little bit. I will lock the Pupil layer
01:48real quick to preview it and make sure that the eyeball is looking directly at
01:53the monster in the background. I will move it down and to the right a little
01:59bit more, lock the Pupil layer and that looks good.
02:06So I will unlock the layer and then I will move to frame 100. In frame 100, I
02:13will use my keyboard to move the pupil to the right. I can preview the mask by
02:20locking the Pupil layer. That looks good!
02:24So what I am going to do is unlock the Pupil layer, select the tween and then
02:29go to the Motion Editor. Now I am going to create a curve that goes back and
02:33forth. So I am going to create simple bell curve. In the Motion Editor I will
02:38scroll down to the very bottom, create a new custom Ease. Before I define the
02:43custom Ease, I am going to make sure my viewable frame is set to 100, and it
02:46is, so that's good!
02:47I will put the playhead at frame 100, expand the custom Ease section, expand
02:55the Motion Editor a little bit and then select the last control point in my
03:03custom Ease. I will click and drag that all the way to 0%, and adjust the
03:10handle a little bit, and then I will Command-click at frame 50 to create a
03:16control point there. With that control point, I will drag the percentage up to
03:22100 and then I will apply this Ease to my motion tween. So I'm going to scroll
03:28up, I will set the Basic Motion easing to custom.
03:30Now I will test the movie and preview the animation and I should see the right
03:35eye following the monster.
03:44Now you may notice that it's not exactly following
03:48like the other eyes are following. The reason for that is that I changed the
03:52easing on the other eyes to be very straight. So it moves evenly the whole
03:58time. Now if you want that effect, you will have to modify your bell curve a
04:02little bit and make sort of a pointing mountain shape. So I will show you how
04:06to do that here.
04:07The first thing you will need to do is modify the handles independently. So I
04:11am going to deselect all the handles by clicking away from them then I will
04:15select the top handle in my curve and then I am going to hold Option on my
04:19keyboard on the Mac or Alt on the PC to click and drag one handle at a time.
04:24So I am going to drag this straight down to create a straight line instead of a
04:29curve. I will do the same thing for the handle on the right at the top and then
04:35the handle at the bottom right. Now with the straight curve, the eye should be
04:40following the monster better and more in unison with the other eyes. I will
04:44test the movie to preview that.
04:51And it looks good!
04:54So with animated masks, you can apply different effects when you animate the
04:57mask and when you animate masked content. If you ever need to adjust the
05:02handles in your animations curves independently, you can hold Option or Alt key
05:06on your keyboard.
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Creating shadows with masks
00:00In this movie we'll use a mask to apply an animated shadow to our monster.
00:05If you are following along open up Shadows.fla in the Chapter_04 folder.
00:09If you don't have the exercise files, you'll just need some movie clips to follow along.
00:13I am going to double-click the monster to enter its timeline and then our goal
00:17here is to cast a shadow of the claw on the monster's face. So to do that, I am
00:24going to need some new layers above the Monster layer. So I'll create one
00:27called Mask, and that layer will be above the Shadow layer. For the shadow I am
00:36going to use a copy of the claw. The copy of the claw I am going to use is
00:42called LeftClawNoSound.
00:44In an earlier movie, we made this copy of a movie clip that doesn't have any
00:47sound, so that sounds don't overlap. So I am going to move this claw on to the
00:52Stage. And you'll that it's reversed from the other one. So what I am going to
00:58do is use the free transform tool and flip it horizontally, and then scale it
01:04so it's the same size as the other one approximately. And then I'll place it
01:08over the monster's face. And then I am going to apply the Drop Shadow in the
01:13same way that we created our Perspective Shadow in another movie.
01:16So I'll go to the Properties inspector and I'll add a Drop Shadow filter and
01:23then I'll check Hide Object, change the Distance to 0 and then reduce the
01:31Strength a whole bunch. That looks good. And now we need to create the mask. So
01:41what I am going to do is actually copy the whole monster and then make it into
01:45a vector shape. I'll show you how to do that and why in just a second.
01:50I am going to lock the Shadow layer, and we are going to click on the Monster
01:53layer to select and I'll copy that by pressing Command+C on the keyboard, and
01:58I'll select the Mask layer and press Shift+Command+V or Shift+Ctrl+V on the PC
02:03to Paste in Place. So now I have a copy of my monster.
02:07The data type for this is movie clip, so when I click on the monster you'll see
02:11movie clip in the Properties inspector. Now if I just tell Flash to set this a
02:14mask by right-clicking that layer and choosing Mask, then Flash will create a
02:18mask for me, but if I test the movie you'll see that it looks a little bit choppy.
02:23(Snap, snap, snap.)
02:26The reason for the choppiness is because I am using a really complex
02:30movie clip for my mask. What you can do to make this work a little bit more
02:34cleanly is to break the movie clip into shapes.
02:40So what I am going to do is unlock the Mask layer, then with the Mask Layer
02:44selected, I am going to select Command+ B on my keyboard, that's the keyboard
02:48shortcut for Modify and Break Apart. What that does is it breaks apart any
02:52object to its next editable level. So for example, I had this movie clip that
02:57is a whole bunch of drawing objects. When I break the movie clip apart, then I
03:02get the drawing objects without that movie clip container. I break apart the
03:06movie clip container to reveal only the drawing objects.
03:09So you'll see on my Stage I have a group selected. You could see some drawing
03:13objects in there. So if I keep pressing Command+B, I am eventually going to get
03:17all vector shapes. And when I have that selection, I can change the color in
03:23the Properties inspector to let's say a purple color, then I have a purple
03:27vector shape for my mask. And that will greatly simplify the mask and reduce
03:34the load for Flash in processing it.
03:37Additionally, you can select your vector shape and then choose Modify > Shape >
03:43Optimize, and then you can adjust the Optimize Strength however you want, click
03:49OK, you get the information from Flash, then you're shape is Optimized. That
03:55way you are further reducing the load for the Flash Player. So now I'll lock
03:59the Mask and I can Preview the Shadow on the monster. Now I'll test the movie
04:03to see this is in the Flash Player.
04:06(Snap, snap, snap, snap, snap, snap.)
04:12So using Masks and our Shadow technique, you can cast shadows on objects and
04:17mask out any parts of the shadow that don't cover the object. Further if you
04:21are using a complex movie clip as a mask. Break apart the movie clip into a
04:25shape and optimize that shape to let the Flash Player perform better.
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Creating an iris effect using masks
00:00Now we will take a look at adding an Iris effect to our animation using
00:04an animated mask. If you are following along, you can open up Iris.fla from the
00:09Chapter 4 folder. If you don't have the Exercise Files, you are going to need
00:13some content to mask and a mask. Let's take a look at the layers in this application.
00:19I have the Mask layer, which is basically a green dot, which we can see because
00:23the Mask layer is unlocked. Now if you cannot see it, then I will just zoom it
00:26a little bit on the monster's eye and you can see the green dot as I show and
00:30hide it. I will zoom out a little bit by pressing Command+? on the Mac or
00:34Ctrl+? on PC. Then we can see the rest of the layers by showing and hiding the
00:39monster layer, see the monsters on that layer.
00:42The land layer contains the background and the Black layer contains a black
00:48rectangle. Now for this Iris effect I want to kind of reveal the whole scene
00:53from black. Now your most of the land layer is not masked, it's just a normal
00:58layer. But what I want to do is have it be subject to the Mask. All you have to
01:03do to mask multiple layers under the same Mask is, double click the layer's
01:07icon to open up the Layer Properties window.
01:10So I'll double click the Land icon and in the Layer Properties window, you can
01:14choose what type of layer you want it to be. So I will choose Masked and then I
01:18click OK, and the Land layer is now also masked by the Mask. I can preview that
01:24in Flash by locking the Mask layer. So now I can't see anything because the
01:29whole scene is masked by that very small dot on the Mask layer.
01:33I will unlock the Mask layer and now we will begin animating the Mask. I will
01:38start by right-clicking or Ctrl- clicking in the Mask layer and choosing Create
01:42Motion Tween. Then what I will do is, move to frame 20 in the Timeline and
01:48scale up to Mask using the Free Transform tool.
01:52Now you will notice that it's a little bit hard to get to the corner handles at
01:55this distance. So what I am going to do is, zoom in really close by clicking
01:59and dragging with the Zoom tool. Then I will use the Free Transform tool to
02:03scale it up a little bit.
02:04Here I am not really worried about the proportions in scaling because it's
02:08going to look kind of similar either way. So I am going to zoom out, Command+?
02:13on the Mac, Ctrl+? on the PC, scale up the Mask a little bit more, zoom out
02:20again, so I can see the whole scene and then scale the Mask so it covers the
02:24whole visible area. That looks good!
02:30Now we have our motion tween set up. What I am going to do is create a keyframe
02:37on frame 21 so that can control easing for this little tween independently of
02:43other tweens on the Mask layer. To create a classic keyframe I'm going to put
02:48the playhead at frame 21, make sure all the frames are deselected by clicking
02:53in the gray area at the bottom of the Timeline. Then I will push F7 on my keyboard.
02:58That will create a solid keyframe, which is a circle, which means I can create
03:03a motion tween that will be independent of the original motion tween allowing
03:09me to control easing independently. So now I will go to frame 40 and I will do
03:15the same thing. I will press F7 and then I will create that keyframe there.
03:20Then I will go to frame 60 and then shrink the Mask down a little bit.
03:24So I am going to select the Mask with the Free Transform tool and then scale it
03:29down really small and zoom in. Then I will make it as small as I can inside of
03:41the monster's eye. Now so I can control just of that easing independently, I
03:47will deselect all frames, go to frame 61 and then press F7 on my keyboard to
03:53create a keyframe there.
03:54So now when I select the easing of the Mask scaling in, I can select that
03:59independently, I can select the Mask scaling out independently. Now if I test
04:04the movie you will see the Iris effect. Command+Return on the Mac, Ctrl+Enter on the PC.
04:14So now if I wanted to control easing, I can just select the first tween, go to
04:18the Motion Editor, change the easing for Basic Motion to Simple (Slow) and do
04:24the same thing for Transformation. Let's say I wanted to ease out when the
04:33animation is scaling out, so I'll just click and drag my Simple (Slow) to ease
04:36out. Then I will do the opposite for when the animation is going in.
04:40So I'll select the tween from frame 40 to 60, go to the Motion Editor, set
04:47Basic Motion and Transformation to Simple (Slow), set Simple (Slow) to ease in.
04:55That way it will play slower at the beginning of the animation. Now I will test
04:58the movie to preview the easing with my Iris effect.
05:06I will close the Preview window.
05:07So whenever you want to add an Iris effect, you can just use an animated mask.
05:11If you want to control different tweens in the same layer independently with
05:16curves, you can press F7 on your keyboard to create solid black circle keyframes.
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5. Mastering Motion Presets
Saving motion presets
00:00In this chapter we are going to be working with motion presets. Using motion
00:04presets, you can reuse animations and apply them to different objects.
00:08If you're following along go ahead and open up Saving_Presets.fla from the Chapter 5 folder.
00:14Here I have an animation of a monster in a shadow on the left and then a static
00:19monster in shadow on the right. What I am going to do is, save the animation
00:24for the monster and the shadow and then apply them to the monster on the right.
00:28I will do that by right-clicking or Ctrl-clicking in the animation layer.
00:33Then I will choose Save As Motion Preset.
00:36Now I can give the animation a name. I will call it Bounce Monster. That looks
00:43good, I'll click OK, and then I am going to do the same thing for the shadow
00:47animation. So I'll right-click or Ctrl- click on the shadow animation, and then
00:51I will choose Save as Motion Preset. I will name the preset Shadow. Click OK,
00:57and then I am going to apply the same animation to the monster on the right.
01:02To do that, I will first open the Motion Presets panel by choosing Window >
01:06Motion Presets. Then you can see my Custom Presets in the Custom Presets folder
01:12within the Motion Presets panel. To apply the animation, I will just select the
01:17static monster, select Bounce Monster in the Motion Presets panel, and then click Apply.
01:22I will do the same thing for the Shadow. I select the shadow, Shadow animation
01:28in the Motion Presets panel, then click Apply, test the movie and the animation
01:34is applied to both monsters.
01:37So using motion presets you can easily save and reapply animations to different objects.
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Exporting and importing motion presets
00:00Now we will take a look at exporting and importing motion presets. Now one
00:04advantage to exporting and importing motion presets is that you can share your
00:08animations with others and then others can share their animations with you. For
00:12exporting and importing in this movie, we are going to export an animation that
00:17we have already created, delete it and then import it again just to show how
00:21the process works.
00:23If you are following along go ahead and open up Exporting_Importing.fla from
00:27the Chapter 5 folder. On the Stage here I have a static monster and I am going
00:32to export a motion preset, delete it and then import it and apply it to this monster.
00:39So I'm going to open the Motion Presets panel. That's Window > Motion Presets.
00:43I have my Bounce Monster preset and the Shadow preset. So I am going to export
00:47these. I'll select Bounce Monster, right-click or Ctrl-click, and then choose
00:53Export. I'm going to export this to the Chapter 5 folder as Bounce Monster.xml.
00:59I click OK and I'll do the same thing with the Shadow. Right click or
01:03Ctrl-click, Export, and I will export it to the Chapter 5 folder with its
01:08default name Shadow.xml. I will click Save and I will save that file. Then I am
01:13going to delete the motion presets from the Motion Presets panel. So I'll
01:17select Bounce Monster and click the Delete button to delete the motion preset.
01:21I will do the same thing for the Shadow.
01:23Notice we're just getting a warning that make sure that you really want to
01:27delete that motion preset. If you are curious about the XML files that are
01:30created by Flash and you are familiar with XML, you could open up those files
01:35in a Text Editor. I will do that now.
01:37I am going to go over to Finder, and then I'll open up Shadow.xml, just right
01:43in Flash. Flash can actually open XML file. So if I double click this file, it
01:47is going to open in Flash, and by the way, if you double clicked a file on your
01:51machine, then the file might not open up in Flash. It's just opening up in
01:54Flash on my machine because I have Flash set to open XML files.
01:58So we see the XML data that contains all the information about the animation,
02:04quite a bit. Well, I am glad that I didn't have to type this code out by hand.
02:09So I am going to close Shadow.xml. Now we will import the XML file into Flash
02:14by opening the Motion Presets panel again. So Window > Motion Presets.
02:18I'm going to import some presets by clicking in the Options area at the top
02:22right of the Motion Presets panel. I will choose Import. I'm going to navigate
02:27to the Chapter 5 folder and import Bounce Monster.xml. Then I am going to
02:35Command-click or Ctrl-click on the PC, Shadow.xml as well and click Open.
02:40You will see that both motion presets are added to the Custom Presets section
02:45in the Motion Presets panel. So I can click on the Monster, select the Bounce
02:50Monster preset and apply it and do the same thing with the Shadow. So I'll
02:53select the shadow, choose the Shadow preset and click Apply.
02:57Now when I test the movie, I can preview the animation with the motion presets
03:02that I imported, Command+Return on Mac, Ctrl+Enter on the PC.
03:06There's the motion presets applied to our objects.
03:10So by exporting motion presets and being able to import them, you can share
03:15motion presets with others and others can share their motion presets with you.
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Applying and adjusting motion presets
00:00In this movie we will look at adjusting motion presets. Whenever you create a
00:04motion preset in Flash, all the information about the motion tween is saved.
00:09So when you apply that motion preset to an object, the animation is editable just
00:15like any other motion tween. So in this movie we will look at an example of
00:19that. If you are following along, go ahead and open up Adjusting.fla from the
00:23Chapter 5 folder. You can also just use any symbols for this exercise.
00:27I am going to first apply some motion presets to my monster and my shadow here
00:31on the Stage. So I'll open the Motion Presets panel and I have some Custom
00:37Presets in here that we created in another movie. So I'll select the monster
00:41and then select the Bounce Monster preset; click Apply to apply it. I will do
00:46the same thing for the Shadow. Click on the shadow, choose the Shadow preset
00:50and click Apply.
00:52Now if I test the movie, the animations might not look right because I am
00:55animating a different object then I was when I created the Bounce Monster
01:00motion preset. So I'll test the movie, you see the monster goes down a little
01:04bit too far. So it looks kind of weird. So I am going to close the Preview
01:08window and will adjust this animation.
01:10I will do that by first selecting the Monster layer. So I'll select the Monster
01:15motion tween and jump over the Motion Editor. I'm also going to close the
01:19Motion Presets panel since I will not be needing it anymore. Then I am going to
01:22adjust the animation by first turning off the tween. So I have 2-Custom for the
01:28tween for Basic Motion. So I am going to turn that to No Ease. I have 3-Custom
01:32for the easing or Transformation. I will change that to No Ease as well.
01:37So what I am going to do is make sure the viewable frames are maxed out so I
01:41can see all the frames of my animation in the Timeline. It should be at 18,
01:44unless you are working with an animation that has more or less frames. I'll
01:49move the playhead to the last frame and see that the monster is down way too
01:54low. So I am going to click and drag the wide slider to move the monster up.
02:00When the monster looks like its right over the shadow, that's exactly where we
02:03want. So I am going to apply the easing again and for Basic Motion that's going
02:06to be 2-Custom and for Transformation that's going to be 3-Custom just like
02:10they were earlier. Now I'll test the movie to preview that the animation is working.
02:19So remember that when you work with motion presets, you're really just working
02:22with a motion tween. So it's always editable just like any other motion tween.
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6. Animating a Walk Cycle
Understanding walk cycles
00:00In this chapter we are going to be looking at animating walk cycles. Before we
00:05start animating the walk cycles, I am going to show you how walk cycles work.
00:09If you are following along, go ahead and open up Example_Walk_Cycle.fla from
00:14the Chapter 6 folder.
00:16If you don't have the Exercise Files, you can just watch and follow along. This
00:20video is mainly for you to learn how walk cycles work. So I am going to test
00:25the movie and show the walk cycle that I have here, Command+Return on the Mac,
00:29Ctrl+Enter on the PC.
00:32So here is the character walking across the screen.
00:35Notice his legs move and his arms swing back and forth and his body and head
00:39move as well.
00:42I will close the Preview window and we'll take a look at how this is set up.
00:47First I'll need to head over to frame 1. Now I will use the Selection tool and
00:53double click the monster to enter its Timeline. In the Timeline of the monster,
00:58there are 40 frames. Now almost all of these elements are organized as graphic
01:03symbols so that I can scrub the playhead and preview the animation.
01:06When you are animating a walk cycle, you need to know about the four main
01:13positions. I am going to show you those now. The first one is called the
01:18Contact position. The Contact position is where the leg is touching the ground,
01:23so this front leg here is what we are focusing on. So we have a kind of an
01:27imaginary floor here where I am moving my mouse, and the toe is touching that
01:32area. So that's the first one, the Contact phase.
01:35The next phase happens at about frame 7. This is called the Recoil phase.
01:40Notice the leg is moving up and getting ready to move forward again; so Contact
01:47and then Recoil. The third phase in the animation is called Passing. That's at
01:52about frame 13 in my animation. This is where the legs cross over each other.
01:57The final phase is called the High Point. In my animation the High Point is at
02:02the frame 18. See there the front leg is at its highest point. It just about to
02:06stump down and then slide back to take another step. So you can see the front
02:13leg does that and the back leg does the same thing; Contact, Recoil, Passing,
02:20and then High Point.
02:22These legs are actually instances of the same movie clip. I just scaled the
02:27back leg and then moved it behind everything else. So throughout this chapter
02:32you will learn how to animate the different elements of a walk cycle.
02:35Remember, when you are animating a walk cycle, you have the four important
02:39poses: Contact, Recoil, Passing and High Point.
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Creating a walk cycle
00:00Now we will look at animating the legs in a walk cycle. If you are following
00:04along, go ahead and open up Animating_ Walk_Cycle.fla from the Chapter 6 folder.
00:09If you don't have the Exercise Files, you are going to need several movie clips
00:13to be able to accomplish what we are going to do here.
00:16What I am going to do first is test the movie to show what we are starting with.
00:19 We basically have a walk cycle that's all put together except for the
00:23legs. So I will close the Preview window and then we will animate the legs. So
00:28first thing I will do is double click the monster to enter its Timeline and
00:33then in the monster's Timeline, I'm going to start animating the legs by double
00:37clicking one of his legs. Well on inside of the leg graphics symbol, I'm going
00:42to create a bone system.
00:43Now it's important to know that this is already broken up into several
00:46different movie clips. So we have the top part of the leg, the bottom part of
00:49the leg and the foot. So let's create that bone system. I will select the Bone
00:54tool and click and drag from the top of the leg down to by the knee area. Then
01:00I will click and drag from there to the foot.
01:04Now I have my basic bone system. I can throw away the leg layer because there
01:07is nothing on it. So remember the poses that we are going for are Contact,
01:12Recoil, Passing and then High Point. So this is basically the Contact phase, so
01:17we can leave that there. I am going to go to frame 7. Then I am going to define
01:21the Recoil phase. So I am going to click and drag and move the legs so that I
01:29will click there about to recoil to take another step. That looks good! So I
01:33will move to frame 13 and then I will define the Passing phase.
01:38So I am going to start up by moving the top leg. So I am going to click and
01:42drag holding Command on my keyboard or Ctrl on the PC, that top leg to move it
01:48forward a little bit. Then I will do the same thing for the bottom part of the
01:55leg and the foot. Once everything is in place, then I will define the Passing
02:03pose. So I am going to swing the leg down just a little bit and swing the knee
02:09up a little bit and that looks good.
02:12Last we will define the High Point. So I am going to go to frame 20 and then I
02:17am going to click and drag the top leg to move it just a little bit to the
02:21right. I am going to move all the other pieces of the leg accordingly. Then I
02:31will click and drag that top leg up to the High Point. So what I want is kind
02:36of a bent knee and the foot sticking straight out, kind of like that.
02:40So there is our animation, swings up like that. So it starts out, it does the
02:49Recoil and then swings forward Passing and hits the High Point. Now the rest of
02:54the animation is stomping back down and then sliding back. So I am going to go
03:00to frame 24 and I am going to take the leg and then put it down.
03:08This is going to be on the ground here. So I'll need to just modify it like
03:14that. Then I will go to frame 29, swing the leg back a little bit. I will move
03:20it using the Command key. I will move the other legs accordingly, sliding it
03:31back. Then I will slide it back one more time at frame 35.
03:34I am just moving the legs a little bit using the Ctrl key or the Command key on
03:45the Mac. I am just going to rotate that foot a little bit, then the knee just a
03:58little bit. That looks good! Then for the last pose what I want to do is copy
04:07the first pose just so we have a good solid loop. So I am going to go to frame
04:101. I am going to right-click or Ctrl-click that keyframe on frame 1.
04:14Now you will have to make sure that all other frames are deselected in order
04:17for this to work. So once you do that, select Copy Pose, go to the last frame,
04:22right-click or Ctrl-click and then choose Paste Pose. Now I will go back to the
04:27monster movie clip and you will see that I have two graphic symbols. So one
04:32starting out at frame 1. Now if I select the back leg, starting out at frame 20.
04:37That looks a little bit awkward to me, so I am going to move it with my
04:40keyboard until there is no white space in between the legs. That looks good! So
04:47I will test the movie to preview the animation.
04:52There is our walking monster.
04:59So you can use bones to create walk cycles and if you want to use the same
05:03movie clip for the front and the back leg, you can treat it as a graphic symbol
05:06and have it started about halfway through the animation. Also, remember that
05:10you can copy and paste Armature poses by right-clicking or Ctrl-clicking the
05:14keyframes in the Timeline.
Collapse this transcript
Adding body movement
00:00When you are creating a walk cycle, it's essential that you animate the other
00:04parts of the character's body. So you need to animate the character's arms kind
00:07of swinging back and forth, and the character's body may be bouncing up and
00:11down. So we'll look at how that works in this movie.
00:14If you are following along, go ahead and open up Animating_Body.fla from the
00:18Chapter 6 folder. If you don't have the Exercise Files, you will just need an
00:22armature to work with. So I am going to double click the monster on the Stage
00:25to enter its Timeline. Then I am going to double click the character's arm to
00:32enter its Timeline.
00:33If you test the movie you will notice that there is no animation for the arm at
00:36this point. So what we will do is create a bone system to animate the arm and
00:41have it swing back and forth. So these are all separate movie clips. We have
00:45the back of the arm, the forearm, and then the front of the arm with the secret
00:50plans there. So I'll use the Bone tool to create a bone system.
00:54I will click and drag from the shoulder to the elbow and then click and drag
01:00from the elbow to the wrist. Notice that that hand and secret plans come up in
01:06front of everything when I do that. So I'll need to select that hand and then
01:09push it back using Command+Down on the Mac or Ctrl+Down on the PC. So I will
01:14just push it a few times to push it behind everything. Now I am going to create
01:19the animation.
01:20The easiest way to do this is to have a pose where the hands are in front and
01:24have a pose where the hands are in back. So since I want this animation to
01:27loop, I am going to go to frame 40. I am going to place a pose here that is the
01:32same as the initial pose. So I am going to right-click at frame 40 then choose
01:36Insert Pose. So now I have keyframe poses at start and end frame so that I can
01:41ensure that this is going to loop properly.
01:43I will go to frame 20 and I will define the pose for the arm swinging back. So
01:48I am going to select my bone system and swing it back a little bit. You can
01:58choose how you want to swing it here. I am just going to keep it pretty simple.
02:02Now I will test the movie and preview the animation.
02:12The animation looks good, so I will close the movie. Remember that you can also
02:15apply easing if you want to. Let's say I go to the first frame, the animation,
02:18and select that first keyframe. I can adjust the strength of my easing to -100
02:23and then change the Type to Simple (Slow) and do the same thing at frame 20. So
02:27I go to frame 20, adjust the strength to -100, change the Type to Simple
02:32(Slow), and now I have easing in my animation. So I will test the movie again
02:35to preview the easing.
02:39There is a little bit of easing in our animation.
02:41So make sure whenever you create a walk cycle, to look at the different parts
02:45of the character's body and make sure to animate them. I am going to show you
02:49one last thing here, and that is the body animation. I made the character's
02:52body bounce up and down as the character walks to add a little bit more weight
02:57and motion to the animation.
02:59So if you scrub the playhead, you will notice that the body moves up and down
03:02along with the legs. That's just actually a simple motion tween. I am just
03:06going to double click the body and show you how that works. The body moves down
03:13and then moves up and then drops down pretty quickly.
03:18Just using this simple animation, you can add more life to your characters.
03:24Again, whenever you create a character animation, go through each of the parts
03:28of the character, like its arms and head, body etc., and make sure those are
03:34animating as well to emphasize the movement in the walk cycle.
Collapse this transcript
Goodbye
Goodbye
00:00Well, that's it. I hope you had a good time learning how to animate in Flash
00:04CS4 because I should had a blast teaching it. If you make any neat animations,
00:08I would love to check them out. You can contact me through my website at
00:11chadandtoddcast.com to send me your links that you have to animations that you
00:15create. Well, thanks for watching and I will see you next time.
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