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In Flash Professional CS5: Character Animation, Dermot O' Connor explains the process of character animation in Flash, using nested symbols and motion and shape tweening to create believable characters. The course covers the process from start to finish, from rigging a character to creating a walk cycle animation. Along the way, Dermot demonstrates techniques such as animating eye blinks, head turns, and mouth movements during dialogue. Exercise files accompany the course.
In the previous chapter, we animated a walk cycle or the character walked across the screen from left to right. In this chapter we will do the very same animation, but this time we will animate it in place, so the character won't move from left to right. He'll be fixed in the one position on the screen, and this is going to allow us a much greater flexibility in how we use the final animation. So I am going to show you comparison of both of these approaches. So on the left side again, we have a guy walking across the screen and on the right he's in place.
So if you imagine an imaginary background moving behind him, like this, then you can see how we can have a panned background and reuse his walk cycle very, very easily. It's much harder to do it with this. We are constantly having to mess around with the feet placement and reposition them every 20 or 30 frames. There are other advantages to animating in-place. Make some of the issues that arise from the arcs created. They tend to be in much more natural flow to the in-place animation as it turns out in Flash.
So what we are going to doing is actually cannibalizing some of the work we did on 5th chapter and this is now our goal. And I think you probably won't want to go back when it comes to working one way or the other. It's a lot of fun once you get your head around the cycling in place. So let's move on.
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