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Setting up your workspaces

From: Flash Professional CS5: Character Animation

Video: Setting up your workspaces

Flash CS5 comes with a series of Workspace layouts that are designed to help with your production process and they have several of them depending on design , that are aimed at animators, programmers, and so forth. The Animator layout, I really don't like at all, funnily enough. I think it's extremely cluttered. You'd have to have a huge monitor for this to be good. So let's go with something closer to the classic look. This is cleaner and it gives us a nice long Timeline and I still want to make some tweaks to it and the issues I have with this are that these fly-out windows here cover your Timeline. It really bugs me the way they get in the way.

Setting up your workspaces

Flash CS5 comes with a series of Workspace layouts that are designed to help with your production process and they have several of them depending on design , that are aimed at animators, programmers, and so forth. The Animator layout, I really don't like at all, funnily enough. I think it's extremely cluttered. You'd have to have a huge monitor for this to be good. So let's go with something closer to the classic look. This is cleaner and it gives us a nice long Timeline and I still want to make some tweaks to it and the issues I have with this are that these fly-out windows here cover your Timeline. It really bugs me the way they get in the way.

So let's change that and if we take one of these and tear it off, grab the little gray area and slide it, then we can grab this over here and I am going to drag it down to the bottom of the Properties panel until I see a little blue line there, then release, and it springs into place very nicely. So I'm going to repeat that up here. And this little arrow, this double arrow, will expand the panel. That's going to be your library and tear this off as well, and same thing there. That's our Color and our Swatch panel.

So let's select this gray bar again. I'm going to drag that here, drop it and we can collapse these. We don't have to have them open all the time. Let's move our Library panel over. I'm going to stack this one vertically to the left of the other column and way down until we see blue vertical line and release and there we go. Now you can keep the Timeline on the top or the bottom and either is good and I've used both. For this class I've done on the bottom of the screen. So let's drag it down there until we see the blue line, release that, okay.

That's really nice. So anytime we need to access our other areas, we just click over here, and I want to keep these compressed so I see the Properties panel more clearly. This works for me. If you have a different way that you are comfortable with and you don't mind being on a slightly different layout than me, that's totally fine, but this is how I'd be working just so you know where everything is and where all the windows went. So let's save this layout. I'm going to call it lynda_character_animation. If you want to call it something more descriptive like horizontal timeline or whatever then that's fine.

So the other thing that I want to do now is create a second layout, almost the same as this, but one big difference and that is I want this Timeline to be tall and thin on this side of the screen, because when we're designing characters we need lots of layers and as you can see we can't see many layers in the space here. So let's tear this off. I'll tell you this is a little bit tricky and I found this quite quirky. Let's try to do this in a way that's as safe as possible. So tear away the Tool menu, so we have our Timeline floating around here and the Tools over on this side and then let's grab this, slide them in, and drop it.

That's exactly what I want. Now you might find, I'm not sure what your setup will be, but if you see this Collapse to Icons, this is not good. So you want to be sure you're set to Expand Panels and it's worth playing around if you have issues with that because we really want to have this Timeline tall and thin, and then we grab the tools. Let's drag them over there and drop them in. So we have a nice tall, thin Tools panel and our Timeline and I want to save this and call this one lynda_character_animation_2.

We'll be toggling back and forth between each of these. That's a much quicker way of doing it than having to mess with the layout every time. If I was doing this on an actual commercial production, I'd set keyboard shortcuts for each these and do it without even thinking about it. You might also find sometimes that you want to grab more room and collapse your library. So this little arrow is very handy for that. You'd have to do like that. For some reason I just seemed to prefer having these fellows over here and then hide them when they are not needed.

So that's the workspace layout taken care of and we're ready to continue.

Show transcript

This video is part of

Image for Flash Professional CS5: Character Animation
Flash Professional CS5: Character Animation

83 video lessons · 21287 viewers

Dermot O' Connor
Author

 
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  1. 3m 25s
    1. Welcome
      1m 9s
    2. Using the exercise files
      39s
    3. Prerequisites
      1m 37s
  2. 34m 58s
    1. Creating Flash-friendly character design
      4m 57s
    2. Animation rendering: SWF or AVI
      2m 24s
    3. Understanding line tool drawbacks when animating
      7m 7s
    4. Using uniform project scales in Flash
      3m 40s
    5. Finding helpful extensions for Flash
      2m 46s
    6. Using commands and keyboard shortcuts
      9m 53s
    7. Setting up your workspaces
      4m 11s
  3. 1h 35m
    1. Understanding character rigging
      2m 0s
    2. Exploring underlying structure in character rigging
      4m 27s
    3. Vectorizing the character body
      6m 22s
    4. Outlining colors in an animated character
      6m 15s
    5. Vectorizing the hands
      6m 43s
    6. Vectorizing the head
      4m 47s
    7. Outlining the head
      8m 20s
    8. Adding finishing touches with hair
      2m 11s
    9. Colorizing the character head
      7m 28s
    10. Colorizing the body
      5m 33s
    11. Applying gradients
      6m 18s
    12. Symbolizing and pivoting the body parts
      10m 47s
    13. Pivoting the head
      4m 42s
    14. Rigging the mouth
      10m 49s
    15. Rigging the eye
      8m 33s
  4. 52m 22s
    1. Tween types: Shape vs. motion
      5m 41s
    2. Combining motion and shape tweening
      4m 31s
    3. Animating an eye blink using shape tweening
      10m 2s
    4. Rigging a mouth in Flash for dialogue and expressions
      5m 30s
    5. Creating a D mouth
      12m 29s
    6. Creating an F mouth
      6m 58s
    7. Getting the polished look
      7m 11s
  5. 1h 2m
    1. Overview of the head turn
      2m 13s
    2. Preparing the rig
      8m 15s
    3. Posing the rig
      7m 17s
    4. Animating the head movement
      11m 5s
    5. Animating the body movement
      12m 9s
    6. Animating the head turn
      11m 28s
    7. Adding finesse to the head turn
      9m 34s
  6. 2h 44m
    1. Introducing the walk
      1m 5s
    2. Creating a profile view
      8m 30s
    3. Creating the head in profile
      10m 10s
    4. Creating the hand
      6m 57s
    5. Creating hand symbols
      8m 32s
    6. Reviewing the walk
      3m 6s
    7. Prepping the walk
      8m 33s
    8. Setting up the contact poses
      6m 45s
    9. Creating secondary contact poses
      9m 38s
    10. Finishing up the contact poses
      6m 48s
    11. Creating the passing poses
      9m 39s
    12. Finishing the passing pose
      5m 56s
    13. Animating the recoil position
      10m 9s
    14. Animating the high point of the walk
      9m 24s
    15. Adding in-betweens
      8m 31s
    16. Rigging the shoes
      8m 27s
    17. Animating the shoes
      11m 58s
    18. Animating the character's head movements
      8m 29s
    19. Fine-tuning the animation
      9m 0s
    20. Nesting the hand symbols
      8m 39s
    21. Repositioning the walk
      4m 11s
  7. 1h 32m
    1. Introducing the walk in place
      1m 30s
    2. Setting up contact poses
      10m 4s
    3. Creating the passing poses
      7m 14s
    4. Creating the recoil positions
      8m 11s
    5. Animating the head's high point
      4m 9s
    6. Tweening the legs
      5m 11s
    7. Tweening the arms
      10m 27s
    8. Setting the placement of the foot
      9m 9s
    9. Animating the shoes
      7m 52s
    10. Animating the hair
      6m 9s
    11. Creating secondary hand actions
      8m 48s
    12. Animating the torso
      6m 27s
    13. Repositioning the walk
      7m 17s
  8. 54m 9s
    1. Understanding dialogue
      49s
    2. Using the A-F system of six set mouth shapes
      4m 23s
    3. Animating dialogue using the mouth rig
      14m 30s
    4. Integrating the dialogue with the head turn
      5m 35s
    5. Animating the jaw
      6m 59s
    6. Creating an angry dialogue mouth
      7m 43s
    7. Finishing the angry dialogue mouth
      6m 38s
    8. Integrating acting techniques
      1m 51s
    9. Tips on facial expressions
      5m 41s
  9. 36s
    1. Goodbye
      36s

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