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Flash Flash Animation Learning Guide (Part II)
Creating Tweened Animations
Jan. 15, 2006 12:30 PM
By tweening shapes, you can create an effect similar to morphing, making one shape appear to change into another shape over time. Flash can also tween the location, size, color, and opacity of shapes.
To apply shape tweening to groups, instances, or bitmap images, you must first break these elements apart (Modify > Break Apart). To apply shape tweening to text, you must break the text apart twice to convert the text to objects. Note: To control more complex or improbable shape changes, you use shape hints, which control how parts of the original shape move into the new shape. For information, see the following section, Using Shape Hints with Shape Tweens. To tween a shape:
Using Shape Hints with Shape Tweens To use shape hints:
The SWF files animate the letter M into the letter N. The top SWF file does not use shape hints to morph the two letters, while the bottom SWF file uses shape hints to improve the morphing. Refer to the sample file shape_hints.fla, which is part of the animation_samples.zip archive that accompanies this article. Shape hints contain letters (a through z) for identifying which points correspond in the starting and ending shape. You can use up to 26 shape hints. Shape hints are yellow in a starting keyframe, green in an ending keyframe, and red when within a fill area or outside the shape (Flash ignores red shape hints). For best results when tweening shapes, follow these guidelines:
A frame-by-frame animation changes the contents of the Stage in every frame and is best suited to a complex animation in which an image changes in every frame instead of simply moving across the Stage. This type of animation increases the file size more rapidly than tweened animation because Flash stores the values for each keyframe. To create a frame-by-frame animation, you define each frame as a keyframe and create a different (typically modified) image for each frame. Each new keyframe on a layer typically contains the same contents as the keyframe preceding it because the contents of a frame are copied to the next keyframe when you select a frame and press F6. By selecting a frame and pressing F6, you can modify each new keyframe in the animation incrementally. The bee's wing moves only slightly so that a frame-by-frame animation was used to move the wing very slightly on sequential frames. Often, you use the onion skin feature to view incremental changes between each keyframe. A motion tween has been applied to the lemur's arm and head. The onion skin tool enables you to view multiple frames of the animation at once. To turn on onion skinning, click the Onion Skin or Onion Skin Outlines button near the bottom of the Timeline. Drag the markers above the Timeline to view multiple frames at once. The onion skin outlines are enabled for an animation on the Stage. To create a frame-by-frame animation:
In Flash 8 you can use various tools to edit your animations, such as commands to insert frames, modify keyframes, onion-skinning tools, and the ability to move your animations around timelines. After you create a frame or a keyframe, you can move it elsewhere in the active layer or to another layer, remove it, and make other changes. Only keyframes are editable. You can view tweened frames, but you can't edit them directly. To edit tweened frames, you change one of the defining keyframes or insert a new keyframe between the beginning and ending keyframes. You can drag items from the Library panel onto the Stage to add the items to the current keyframe. To display and edit more than one frame at a time, use onion skinning, covered next. Reader Feedback: Page 1 of 1
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