Digital Ink and Paint Week 5. Animation: Animated Symbols, Graphic Symbols vs Movie Clip Symbols, Bones, 3D Translation

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1 Digital Ink and Paint Week 5 Animation: Animated Symbols, Graphic Symbols vs Movie Clip Symbols, Bones, 3D Translation

2 Graphic Symbols and Movie Clips have their own Time Line. You can create animation using Classic, Motion, Shape Tweening in the Symbol Time Line, Just as you would the Main Time Line. The same rules apply: Classic and Motion Tween MUST use Instances of Symbols

3 Create Assets and Convert to Symbols

4 Create a New, Blank (empty) Symbol

5 Create a New, Blank (empty) Symbol

6 Symbol Time Line contains one Layer and one Blank Key Frame

7 Animate in the Symbol Time Line Create Layers Add Frames Drag Assets from Library into Layer keyframes Animate the Bird Flapping wings in one complete cycle

8 Return to Stage Insert frames into Main Time Line Drag Flying Bird from the Library onto Stage Right Click on Frame, The Select Flying Insert Bird is Frame an Instance, just like the Instances you OR have been animating for the past two weeks. F5

9 Animated Graphic Symbols vs Graphic Symbols Animated Movie Clips Play on the stage Has Looping options Need the same amount of frame on Main Time Line as in Symbol Time Line Cannot add Filters

10 Animated Graphic Symbols vs Animated Movie Clips Movie Clip Symbols Does not play on the stage, only when rendered in SWF (Command + Enter, CTRL + Enter) Does not have Looping options Animates in it s own Time Line independently of the Main Time Line Accepts Filters

11 Converting Graphic Symbols to Movie Clips On Stage Select Instance Properties Panel

12 Nested Animated Symbols Animated Symbols Nested in Another Symbol Time Line Right Click on Frame, Select Insert Key Example: Flock of Birds Frame Create a New, Blank Symbol OR Add 4 Layers to make a total of 5 Layers F6 Drag one Bird Flying into each layer

13 Nested Animated Symbols

14 Animated Graphic Symbol Options Select Instance/Properties Panel Loop: Standard Cycle Play Once: Plays Once and Stops Single Frame: Stays Static on one Frame

15 Animated Graphic Symbol Options First: The Frame the Animated Graphic Symbol starts Frame Picker: Choose Starting Frame from Thumbnails

16 Bones Used Two Ways: With Instances With Shape or Drawing Object

17 Bones: Instances Bone Tool: Click and drag from Instance Registration Point to Instance Registration Point (Snap) Head is the Part of the Bone that Rotates. TAIL HEAD

18 Bones: Instances The Instances are transferred to an Armature Layer

19 Bones: Instances Add a NULL instance to place the Head of the Bone at a Rotation Joint. Command + Click and Drag, CTRL + Click and Drag to Re-Position Bone NULL

20 Bones: Instances Restrict Joint Rotation Select Bone/Properties Panel/Joint: Rotation/Constrain Pin Tail of Bone to Help Edit Bone

21 Bones: Shape or Drawing Objects Add Shape or Drawing Object to Stage Chain Bones

22 Bones: Shape or Drawing Objects Binding Tool: Edits the Anchor Points Effected by Bone Square = One Bone Attached to Point Triangle = Two Bones Attached to Point Small Square = No Bone Attached to Point

23 Bones: Shape or Drawing Objects Binding Tool: Edits the Anchor Points Effected by Bone Shift + Click and Drag to Add Anchor Point to Bone Command (CTRL) + Click to Remove Anchor Point From Bone

24 Select how to view Bones Bones: Options

25 Bones: Ease in/out Choose a Style of Ease in/out Change the Strength Use Edit Multiple Frames and Outline Inbetweens to view changes

26 3D Rotation, 3D Translation 3D Rotation: Rotate in perspective on X, Y and Z Axis Edit Vanishing Point 3D Translation: Able to Mimic 3D space with Z Axis

27 3D Rotation 3D Rotation: Must be Movie Clip Instances Must use Motion Tweening Edit Vanishing Point

28 3D Rotation

29 3D Rotation Orange = All three axis Blue = Z Axis Red = X Axis Green = Y Axis

30 3D Rotation Movie Clip Rotated on X and Y Axis

31 3D Rotation Vanishing Point Adjust to edit perspective Only one Vanishing Point to a Movie

32 3D Translation 3D Translation: Must be Movie Clip Instances Must use Motion Tweening Z Axis; (- ) Minus Number brings forward Positive Number sends Back

33 3D Translation

34 Z Axis Rectangle = 100 Circle = 0 Pentagon = D Translation

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