Lesson 2: Animation Basics: Objectives
Lesson 2: Animation Basics: Objectives
Lesson 2: Animation Basics: Objectives
OBJECTIVES
CONTEXT
In the previous lesson, you created a simple drawing with a background (sun and grass), a character (an
ant), and some text. In this section you’ll learn the basic techniques of animating your drawing in Flash.
By the end of the lesson, you will have made the sun rays pulse, the ant run across the grass, and the
text change size and spin around.
EXERCISES
Figure 2-1
The ant drawing has been
added to the Library.
FLASH CURRICULUM 9
Create a New Scene
Think of a Flash scene just like a scene in a movie. Different scenes occur in different locations or at
different times, and may have different sets of characters. Flash scenes make it easier to organize
different sequences of your animation. While the animation you’re building is simple, you’ll step through
the process of creating a new scene so you can learn how to do it. Essentially, you’ll create a second
scene in your movie, which will contain the interactive animation you’re going to build.
1. Choose Insert > Scene. A new scene tab will appear on the upper right side of the window, next to
the Timeline (Figure 2-2). You can use these tabs to flip between the different scenes of your movie.
2. Double-click on the tab labeled “Scene 2.” This will launch the Scene Properties dialog box.
3. Name the scene “Animation,” then click OK. Notice that the scene 2 tab is now labelled
“Animation.”
Figure 2-2
A new scene tab appears to the right of the Timeline.
The animation that you’re building will have the following elements: the ant will move across the screen,
the sun will give out rays, and the text will change size. Each of the separate motions must occur on a
separate layer of the timeline for your scene.
Figure 2-3
The Layers area is located to the left of the Timeline.
7. Go back to your original drawing by clicking on the Scene 1 tab. Using the Arrow tool or the Lasso,
select all the parts of the sun drawing. Choose Edit > Copy. Click on the Animation tab to return the
Animation scene.
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8. Before pasting the sun into the scene, make sure that the Sun layer is the Current layer. How can
you tell? The current layer will have a little pencil to the right of its name. If the pencil is not there,
simply click on the Sun layer to make it current.
9. Choose Edit > Paste in Place to paste the sun into its own layer.
10. Finally, repeat the process for the text. Create a new layer, name it “Text” (don’t forget to press
Enter!), copy the text from Scene 1, and paste it into the Text layer in the Animation scene.
By now, you should have a new scene called “Animation” in your Flash movie. The list of layers should
look like Figure 2-4. The Stage should contain grass, a sun, and some text (we’ll put the ant into the
scene a little later). When you’re ready, go ahead and save your work.
Figure 2-4
You should now have three different layers in your scene.
FLAS H CURRICULUM 11
UNDERSTANDING ANIMATION TECHNIQUES
Before you start animating your drawing, let’s review a few basic concepts of animation so that you’ll
understand the different tools Flash provides.
The essence of animation is an optical illusion. A succession of drawings is made, with slight changes
between each drawing. When these drawings are shown in rapid succession, the human brain
automatically perceives movement. A very simple form of animation is a flip-book, with a drawing on
each page. When you flip rapidly through the book, it gives the effect of motion. This is an animation.
Each of the individual drawings in an animation is called a frame. The Timeline in Flash shows the
sequence of frames in your animation.
Keyframes are an important element in creating Flash animations. Imagine a single animation sequence
as a short trip from your house to the grocery store. To give directions, you would probably mention the
important intersections. You might say: “Go to the first stop sign and take a right. Then, when you get to
Maple Street, go left.” And so on. Think of keyframes as the intersections, or turning points, of your
animation sequence.
The two styles of animation involve different uses for keyframes. In the first type of animation, called
frame-by-frame animation, every single frame is a keyframe. This method is often laborious, but it gives
you very fine control over your animation. The second type of animation is more like giving the street
directions we described above. This method, called tweening, uses a beginning keyframe and an end
keyframe, and relies on Flash to figure out the frames in between (this “in-betweening” is why the
process is called “tweening”). This second method is faster and requires less memory. For an
illustration of tweening, see Figure 2-5.
Figure 2-5
In this tweened animation of a bouncing ball, the top row shows the
different frames and keyframes of the animation. The middle row
shows how the animation might look. A keyframe has been made at
the points where the ball changes direction. The dotted lines show the
frames that would be created by tweening. The last row shows how
one segment of the animation would lookon the Flash Timeline.
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In traditional animation techniques, animation was drawn on transparent sheets of cellulose acetate.
These sheets were stacked on top of each other (a technique called onion skinning). Each frame was
drawn as a reference to the previous frame. These drawn frames were then painted and filmed to create
the final animated sequence.
CREATING ANIMATIONS
You will start by making a frame-by-frame animation with your drawing of the sun. The goal is to make
the rays of the sun appear to pulse.
FLASH CURRICULUM 13
5. Click on the first frame in the Ant layer’s timeline.
6. Click on the ant drawing in the Library, and drag it onto the Stage. This will place the ant symbol into
your animation.
7. Close the library.
The next step is to animate the ant with tweening. Please note that you must use either a group or a
symbol for tweened animations. Thus, you can tween the ant, but you could not tween the sun, because
it’s not grouped.
Figure 2-6
The onion skinning button is in the upper left, just above
the Ant layer.
5. Notice that two new markers appear at the top of the Timeline. These determine how many frames
are shown via onion skinning. Slide the left Onion Skin marker backwards to the first frame to show
the beginning position of the text.
6. Frame 5 should still be selected. Using the Arrow tool, select the “Where’s the picnic?” text and
move it down and to the right about one inch.
7. Choose Modify > Transform > Scale and Rotate. Enter 60 into the scale percentage box. Click OK
to finish.
8. Your screen should now look something like Figure 2-7. To make a gradual transition between the
large and the small text, double-click on frame 1 of the Text layer. Click the Tweening tab, select
Motion tweening, and click OK to finish.
Figure 2-7
With onion skinning turned on, you can see the relative scale and
position of the text.
9. Next, you’ll make the smaller text spin around. Click on frame 15 in the Text timeline. Using the
Frame pop-up menu, choose Insert Keyframe.
10. Double-click on frame 5 to bring up the Frame Properties dialog box. Select the Tweening tab.
11. From the Tweening pop-up menu, select Motion. Further options will now appear in the dialog box.
12. In the Rotate pop-up menu, select Clockwise. In the box just to right, type in “1” to make the
rotation occur one time.
13. Click OK to finish.
14. Finally, you should extend a still frame of the text to the end of the animation. Click on frame 20 of
the Text layer timeline. Using the Frame pop-up menu, choose Insert Frame. You don’t need a new
keyframe here, since nothing will change.
FLAS H CURRICULUM 15
15. Now, play your animation with the Controller. You can also view the animation in slow motion by
sliding the Frame pointer (at the top of the timeline) slowly through the frames. You may first want to
turn Onion Skinning off by clicking the Onion Skin button.
16. Now is a good time to save your work.
Figure 2-8
Move the ant almost off the Stage.
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