Objectives: To create a Flash motion tween using the timeline and keyframes, and using pivot points to define object movement.
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1 DM20 Assignment 4c Flash motion tween with pivot point adjustments screen shots from CS3 with CS4 differences described Objectives: To create a Flash motion tween using the timeline and keyframes, and using pivot points to define object movement.
2 CS3 or earlier color panel: Button for over 16 million color options in the color picker. Here are a couple valuable buttons to know about and use. CS3 or earlier button to add new layer. CS4 has the same button at the bottom of the Layers panel.
3 1. Open Flash, choose Create New - Flash File. Save the file as LastnameFirstinitial_A4c.fla (Choose ActionScript 2.0 if using CS3 or later although this tutorial does not include any scripting.) 2. Set movie properties to 640x480 px, 12 fps, and background color to sky blue. In CS3 or earlier you can click anywhere in the blank area of the stage to see the movie properties in the bottom properties panel. In CS4 go to Modify>Document for these options. It is also recommended to look at your desktop configuration. Can you arrange windows, tools, and panels for more efficient use? Become familiar with panel options for collapsing and expanding. If you accidently close a panel you can get it back through the Window drop down menu or Window > Other Panels. 3. Name Layer 1 background. Create a new layer, name it tree. keyframe 1 4. Select keyframe 1 in the background layer and use drawing tools to make a land shape for the bottom area of the stage. Experiment with fills (solid or gradient fills) and stroke width (maybe even delete the stroke after the fill). Lock the layer when finished. Flash vector objects typically have a stroke and a fill and sees them as separate objects. You have the option to have no stroke or no fill in your vector objects. You can delete either of these as desired after an object is created - select the stroke or fill and press your delete key on the keyboard. filled land shape in keyframe 1 of the background layer
4 5. On frame 1 of the tree layer create a simple tree. You can adjust the scale and position of the tree after it is created. frame 1 of tree layer CS3 or earlier - slider for adjusting the stroke width. CS4 uses a Stroke slider in the side panel, available when the lines are selected with the Selection Tool arrow (v key) tree trunk with stroke selected for width adjustment
5 gradients can be radial or linear, change them here 5. On frame 1 of the Tree layer create a simple tree. You can adjust the scale and position of the tree after it is created. Be sure the tree is in the right frame in the right layer.
6 6. After adjusting the tree size and location if needed, click keyframe 1 in the Tree layer to select the entire tree on the stage, then use F8 on your keyboard to convert it to a Graphic symbol named g_tree. 7. The movie will be 3 seconds long. The tree starts falling after 1 second and falls for 24 frames. With a frame rate of 12 fps, a 3 second movie is 3x12 = 36 frames. The falling tree action begins in frame 12 of the tree layer. Right click this frame in the tree layer and Insert Keyframe or select the frame and use your F6 key to insert a keyframe. The three keyframes in the tree layer all hold the same content: the instance of the g_tree graphic symbol. 8. The falling tree action ends in frame 36, right click this frame in the tree layer and Insert Keyframe (or F6 key). keyframe at frame 12 This tree is now an instance of the graphic symbol in the library. It will have a rectangular blue outline when selected. (Why don t you see the background here?) keyframe at frame 36
7 9. With frame 36 in the tree layer selected use the Free Transform tool (Q key) to rotate the tree to a fallen position. You need to adjust the tree s pivot point because it is in the center of the tree by default. The pivot point needs to be moved to somewhere on the base of the tree for the movement to look right. Always know what frame you are working on. Using the free transform tool, I moved the pivot point down here so when the tree falls it looks right.
8 10. Right click anywhere between the last two keyframes of the Tree layer and choose Create Motion Tween. CS4 calls it the Classic Tween. 11. Test the animation (Enter key or Ctrl+Enter makes a swf file for testing). When the tween works you will see an unbroken line with a little arrow at the end. When it doesn t work the line will be dashed. Does it look right? Probably not. Make adjustments to keyframe pivot point in frame 12 of the tree layer so it is in the same place as the frame 36 pivot point. Test again and adjust the movement until the tree falls correctly.
9 12. In the Tree layer, right click frame 60 and Insert Keyframe. (The tree lays on the ground for 2 seconds.) Now the movie is how many seconds long? (60/12 =?) 13. Now you need to extend the background layer to frame 60. Right click frame 60 in this layer and insert frame (not keyframe) or select frame and F5 key. Both layers extended to frame 60. The tree layer has a keyframe, the background layer has a regular frame because it is not animated. Frames typically hold the same information as previous frames. Keyframes are special. They can hold new information. Learn to recognize how these look different in the timeline and try to understand from this exercise, how they are different. 14. Save the fla file and create a swf. Submit these two files to the DM20 mycr A4c assignment page.
10 Extra Flash Challenges a. Adjust the timing of the falling tree so it starts falling slowly and accelerates as it gets closer to the ground. One of the 12 Disney Principles of Animation is Ease-in, Ease-out. This means that lifelike movement is usually not a constant speed and to make something speed up or slow down in a movement is more lifelike. Flash has a built-in feature named Ease for making these adjustments to movement. Selecting any frame in the tween (between the keyframes) gives you access to the Ease slider which will made the speed of movement be fast to slow, or slow to fast. Try it. You won t see any change in the timeline but will see change in the movement.
11 This is a different example, same tutorial but done in CS4. Your finished timeline should look similar to the one above.
12 Extra Flash Challenges - worth extra credit points a. Give the tree a shadow. If you do this, the shadow should be on its own layer, also converted to a Graphic symbol and maybe even animated to match the movement of the tree. Shadows are very important, they establish contact with the ground if connected to an object and they establish a floating effect if they are not attached to the object they shadow. b. Make the tree fall from a cut, part way up the trunk. Creative freedom is encouraged on this assignment, the falling tree is just one idea. You are welcome to change the tree object to something else, as long as you demonstrate use of pivot point adjustments and a timeline motion tween. Last year a student made a character with an axe cutting the tree, then the tree fell. c. Give the animation action three parts: anticipation, action, and result (or follow through). This is one of the key lessons in DM24A Animation Principles. Anticipation prepares the audience for what is going to happen, like a pitcher winding up to throw a baseball. The action happens but motion does not all come to a stop at once. Imagine someone running across the stage wearing a long cape. They stop, but the cape continues to move until it settles back into its stationary position. The Disney principle for this is called follow-through. Imagine the same pitcher, winding up to throw the ball, throwing it, then after the ball leaves their hand, their arm continues in the forward and downward motion. This is Action in 3 parts. (Up to 10 points extra credit available for these extra Flash challenges, or your own creative ideas...)
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