Flash 

 

Introduction

 

Flash is Macromedia's powerful vector-based animation tool. Flash is the defacto standard for Internet multimedia because it allows authors to create online multimedia presentations with minimum file sizes. With Flash, Web presentations can blend text and pictures with video and audio, interactive buttons, and animated charts and graphs.

 

Flash is also becoming a rich ground for multimedia because its interactivity lends itself as a medium to non-linear, reader-directed storytelling.

 

While Flash is used on the most advanced Internet media sites, basic uses, like generating animated slideshows and animating objects, are fairly easy to learn.

 

First we are going to look at basic shape drawing and animation tools and the workspace.

 

This tutorial was written for Flash CS4, so some of the procedures we describe may be slightly different if you have a newer version of Flash.

 

 

Getting Started: The Work Area

 

Launching Flash will load the work area page. The work area has the follow ing main sections: the stage, the timeline, the properties, the tools, and the library.

 

 

 . Flash CS4
Professional user interface is divided into five main parts

Tools

 

Selection tools Arrow

·       Subselection

·       Lasso

Drawing tools

·       Pen

·      Line

·       Oval

·       Text

·       Rectangle

·       Brush

Transforming tools

·       Transform

·       Fill

·       Inkbottle

·       Paintbucket

 

 

YOUR BEST FRIEND = Command Z (this erases your previous move)

 

CLARIFICATION:

A movie is your Flash project, whether a slide show of still photos or bouncing balls, as opposed to a video clip that you might edit in Adobe Premiere and embed in a Flash movie.

 


Timeline

It’s divided into frames, like a video or animation, with 12 frames per second being the default [but change it to at least 15]. The rectangular red box is the playhead that you move to see changes on the Stage. Play your movie by hitting "Return"

 

When the Timeline opens:

 

·  It displays one layer with hundreds of little boxes.

·  Each box corresponds to a single frame.

·  You can make those frames bigger or smaller by clicking the pop-up box at the end of the line of frame numbers (it has what looks like a little Frankenstein scar).

·  In the single layer, the first box is outlined in black and contains an empty circle. That first box is a blank keyframe.

·  The rest of the boxes are outlined in gray. Boxes with gray outlines are called “protoframes” – they’re placeholders. Every fifth protoframe is tinted gray; the rest are white.

· A frame with an empty circle means it is a blank keyframe with nothing in it. Put something in it, and the empty circle changes to a black circle, which indicates a keyframe.

 


5 FOUNDATION SKILLS




1. Animating with F6, F5, and F7

    Using a Paint brush, draw the stem of a flower.

    F6: Then press "F6" and keep on drawing petals, entering "F6" before every stroke.

  F6 copies whatever information you have on the previous key.


    F5:  Select a keyframe in the middle of your flower sequence and hit "F5" a few times. 
           F5 extends any keyframe.


    F7: Go to your last frame in your animation and select "F7"
    

    F7 creates a "blank keyframe".  Now start building a completely different animation (continuing to use F6, F5, and F7), perhaps with different colors. In the "Properties" box, experiment with the size of your brush and with the level of "smoothing." Also experiment with frame rate.

 

2. Layers

Add a NEW LAYER by clicking on the layer icon in the bottom left hand corner of your interface.
File/Import a grassy field.  Layers are an important way of building a project. 

 

 

 

3.  Motion Tweening with Keyframes

 

There are frames and then there are keyframes.  A keyframe signifies the beginnings and ends of changes in an image.  Keyframes have black dots in them.  In Flash, you mark a frame as a keyframe when you want to start or end a change. Think of keyframes as the brackets, the starts and stops, the beginnings and ends – of a motion, a fade in or fade out, a size increase or size decrease, etc.  When you set two keyframes – one when a fade starts, another when it ends, Flash does its magic and figures out the middle, the inbetween part. This is called TWEENING.


Motion Tween video tutorial


First, create an object (draw a circle using the shape tool).
Convert it to a symbol (F8) or Modify/Convert to symbol
Select a frame about 24 frames out from the first keyframe (24 is the default frame rate per second, so you'll be creating a 1-second animation).
Right click on the symbol.
Select/Create Motion Tween.
Now click and drag animation across the frame.
Next, edit the spline path, bend it, and scrub the timeline to see the animation.
Experiment with other property changes.
Right click and Select "View Keyframes" and choose between position, scale, etc.

Hit Return and watch your movie. 


Now create a new layer.

File/Import the bee.png file (Import to Stage).

Create a motion tween with the bee.


Some more important rules:

ONLY ONE SYMBOL ON A LAYER. That means that if you’re moving one symbol on a layer, you can’t add a symbol to a layer that already has a symbol and make it move independently of the symbol that was there first.

 

The truth about instances

Flash really works with INSTANCES of symbols. Instances is what you call a symbol after you’ve dragged it onto the Stage. Why is this important? Because you can do anything you want to this instance – shrink it, stretch it, make it disappear – and it doesn’t do anything to the symbol from which it came. Which means you can use the symbol as many times as you want.

 

4. Shape Tweens.  Turn a circle into a star


 

Shape tweens are fun because they look really cool and they’re easy to create.  Compared to motion tweens, they look more dynamic because every attribute – including the shape – animates.  

In shape tweening, you draw a vector shape at one specific frame in the Timeline, and change that shape or draw another shape at another specific frame. Flash then interpolates the intermediate shapes for the frames in between, creating the animation of one shape morphing into another.

Shape tweens work best with simple shapes. Avoid shapes with cutouts or negative spaces in them. Experiment with the shapes you want to use to determine the results. You can use shape hints to tell Flash which points on the beginning shape should correspond to specific points on the end shape.

   

  1. In frame 1, draw a circle with the Rectangle tool (hold down the Shift key while you draw for a PERFECT circle)


  2. Select frame 30 of the same layer and add a blank keyframe by choosing Insert > Timeline > Blank Keyframe or pressing F7.
  3. On the Stage, draw a star with the polygon tool in frame 30 (select Options to choose STAR).

    You should now have a keyframe in frame 1 with a square and a keyframe in frame 30 with a circle.


  4. In the Timeline, select one of the frames in between the two keyframes in the layer containing the two shapes.
  5. Choose Insert > Shape Tween.

    Flash interpolates the shapes in all the frames between the two keyframes.

  6. To preview the tween, scrub the playhead across the frames in the Timeline, or press the Enter key.
  7. To tween motion in addition to shape, move the shape in frame 30 to a location on the Stage that is different from the location of the shape in frame 1.

    Preview the animation by pressing the Enter key.


  8. To tween the color of the shape, make the shape in frame 1 a different color from the shape in frame 30.
  9. To add easing to the tween, select one of the frames between the two keyframes and enter a value in the Ease field in the Property inspector.

    Enter a negative value to ease the beginning of the tween. Enter a positive value to ease the end of the tween.

 

Tip:  Flash is really unforgiving when you don’t follow its rules.  Luckily, the rules for a shape tween are very simple:  no groups and no symbols.  That’s it.  Remember these two things, and shape tweens will be easy.  Also, Text acts as if it is a grouped or a Drawing Object from the beginning.  This means that you can’t use text in a shape tween unless you first break it apart (by selecting Modify, Break Apart).  If text contains more than one character, you have to break apart twice – once to break the text into individual characters and another to turn it into individual shapes.  Remember, too, that after text becomes a shape it is no longer editable!

 

Some Tips: 

If you ignore all other tips, keeping it simple is the one you really should remember.  There are few rules for a shape tween.  However, when you have a million different shapes tweening to a million other shapes, the results will look random.  The two symptoms that you aren’t keeping it simple are unexpected results and the ‘checkerboard’ effect. 

 

For example, consider these unexpected results.  You imagined  your name morphing gradually into a circle shape, but despite breaking apart the text you got a mess.  Or you go the checkerboard effect in the tweened areas.  These are signs that you are creating something too complicated for Flash.   So do one thing at a time.  For example, try to tween just one letter of your name into a circle. 

 

It's easy to fall in love with the shape tween. There's nothing like it. Feel free to use it when necessary. However, because shape tweens are inherently less efficient and harder to produce than motion tweens (the file sizes are larger and play more slowly), you should always choose motion tweening when you can. If you can get the same effect with either, you should always opt for motion tweening.

Let's say you have a shape you want to tween from a blue circle to a red square. Only a shape tween will suffice because the actual shape is changing. However, if you just want to tween a blue circle into a red circle, you're much better off doing it as a motion tween. Draw a circle, convert it to a symbol, insert a keyframe later in the Timeline, use the Properties panel to set Color Effect to tint the circle instance in the second keyframe, and set Tween to Motion when you select the first keyframe. To do the same animation as a shape tween, you would draw a circle (don't convert it to a symbol), insert a keyframe later in the Timeline, fill the circle in the second keyframe with a new color (perhaps using the Bucket tool), and set shape tweening in the first keyframe. The result of each operation is the same, but the motion tween method is better because it gives you only one master version of the circle and therefore a smaller file size.

Sometimes it's obvious which type of tween is more appropriate. If something's just moving or changing color, a motion tween is appropriate, whereas significant changes to a shape require the shape tween. Sometimes, however, it's not so obvious. For example, you can drastically change a symbol's shape by using the Free Transform tool's Rotate, Scale, and (especially) Skew options. Plus, tweening the properties of a Filter (using Motion Tween) can have a huge impact.


If you're already used to doing Shape Tweens, try to control shape changes with Shape Hints

To control more complex or improbable shape changes, you can use shape hints. Shape hints identify points that should correspond in starting and ending shapes. For example, if you are tweening a drawing of a face as it changes expression, you can use a shape hint to mark each eye. Then, instead of the face becoming an amorphous tangle while the shape change takes place, each eye remains recognizable and changes separately during the shift.

 

Shape hints contain letters (a through z) for identifying which points correspond in the starting and ending shapes. You can use up to 26 shape hints.

Shape hints are yellow in a starting keyframe, green in an ending keyframe, and red when not on a curve.

For best results when tweening shapes, follow these guidelines:

Use shape hints

  1. Select the first keyframe in a shape-tweened sequence.
  2. Select Modify > Shape > Add Shape Hint. The beginning shape hint appears as a red circle with the letter a somewhere on the shape.
  3. Move the shape hint to a point to mark.
  4. Select the last keyframe in the tweening sequence. The ending shape hint appears somewhere on the shape as a green circle with the letter a.
  5. Move the shape hint to the point in the ending shape that should correspond to the first point you marked.
  6. To view how the shape hints change the shape tweening, play the animation again. To fine-tune the tweening, move the shape hints.
  7. Repeat this process to add additional shape hints. New hints appear with the letters that follow (b, c, and so on).

View all shape hints

 Select View > Show Shape Hints. The layer and keyframe that contain shape hints must be active for Show Shape Hints to be available.

Remove a shape hint

 Drag it off the Stage.

Remove all shape hints

 Select Modify > Shape > Remove All Hints.

5. Export File to Movie (.mov) file

SMALL PROJECT
Using images from New York Digital Public Library's Flickr Photostream, pick one and animate a story over it.
Use a shape tween, at least one motion tween, and F5, F6 and F7 animation shortcuts. Make sure that you choose a separate layer for every tween.



5 ADVANCED SKILLS

 

 

1.  Motion Guides

 


Create a motion tween (use a ball for starters). 

Use the subselection tool (white arrow), click on the end of the motion path, and move the Bezier curve handles....click them and drag them around. 


Video tutorial


Above are a bunch of .gif files (all doggies, I'm afraid), which you'll have to convert to SYMBOLS (either Movie or Graphic, NOT Button) for a slightly more complex path.


Go back (Control Z) to the point before you made the motion path.

Use the Pencil Tool.  Click it to "Smooth" (bottom of toolbar--if you don't see it, grab the bottom of the toolbar to reveal the necessary tools).


Draw a "path", like a loop de loop. 

Select the entire path (double click). 
Delete the path (Control X), so that it is stored on the clipboard.
Create a motion tween (select object, Right click, Motion Tween)
Paste motion path (Control V) back onto the stage. 
The Tween will automatically adhere to the path. 
Adjust the path on the stage.  

2. Movie Clips


The first time someone builds a complex Flash project, the Timeline stretches out forever and becomes very difficult to work with.  At some point in the authoring process, the designer may discover Scenes and try using those to manage the huge, unwieldy sequence of frames.  However, scenes don’t make the Timeline more compact; they only break it up, the way a book is broken up into chapters.  What works much better is to use movie clips for any motion or action that must be repeated or that must remain available to the user.

 

Movie clips are a type of symbol in Flash (the three types are graphic, button, and movie clip).  They act like mini-movies inside the main movie, so they can play parallel to (or simultaneously with) other parts of the movie.  With movie clips, a Flash movie that had 100 or more frames could be pared down to as little as one frame!

Some people wrongly think that Graphic symbols are only for when the symbol contains a single frame and Movie Clip symbols are only for when you have multiple frames. The differences go much deeper than that. The best approach is to always use Movie Clips unless you have a reason to use Graphic symbols.  The first thing to learn is that both Movie Clips and Graphic symbols can contain one or more frames. However, only Movie Clips will automatically loop regardless of where you place instances of that clip.

Movie clips offer incredible versatility to a Flash designer, and yet it takes some practice before working with them begins to feel comfortable.  After you figure out how useful they are, you will begin to realize that almost every cool thing you’ve ever seen in a Flash movie was done with movie clips.  They really are worth the effort.

 


Start with a new Flash document and change your frame rate to 24 fps.

 Create a shape, or import a graphic (the bee.png for example!) and convert to symbol (F8).


Name the symbol "bee"; this icon will appear in your library:


Double click on the bee symbol on the stage.  You'll know it's a symbol by its blue outline.

You're now in Movie Clip Editing Mode--you'll know by the blue arrow in the upper left hand corner of the screen:


Click on the bee image AGAIN.
Convert THIS bee (inside the first bee symbol) into a graphic symbol (F8/Graphic Symbol)...call it something like "bee2". 
The icon in the LIBRARY will look like this:
On the stage, make the graphic symbol bee move along a motion tween.  
(Use Bezier curves to make the bee's path more interesting.)
Now you're ready to get back to the first "Movie Clip" layer....
Click the blue arrow to get out of "Movie Clip Editing Mode."
You'll see that you have a single bee moving.
Finally, go to the LIBRARY and select the "bee" movie clip and drag it to the stage.
Do it again.
(Now have fun resizing the bees, or flipping them so they go in opposite directions).
You have 3 instances of the bee movie clip on the stage. 
You can apply movie clips to any flash movie.



3. Importing Movies into Flash
 
Step 1: Download and save a movie onto the desktop.
A movie clip is available on blackboard for your convenience (saved as: XXXX).
 
Step 2: Open a new Flash Document.
 
Step 3: Go to "file" / "import" / "import video".
 
Step 4: A window will pop up. Select the radio button "On your computer" and "Choose".
 
Step 5: Select movie file from the desktop and click next
 
Step 6: Select the radio button "Embed video in SWF and play in timeline"
 
Step 7: Pull down "Audio Track" and select "Separate". This will separate the audio from the video in the library. Click next.
 
Step 8: You may want to edit your video clip:  go ahead.  Then, adjust the quality to your preference. Click next and then finish.
 
Step 9: Drag the video file onto the stage.
 
Step 10: Create a new layer. On layer two drag the audio file onto the stage.
 
Step 11: To correctly play the audio and video together on the stage click on  "frame1" of either the audio or video layer. Go to the "properties" panel below the stage. For "Sync" select "stream".
 
Step 11: Test movie.


4. Import PSD file into Flash

File/Import/Import to Stage:  (SELECT PSD FILE)

Note how you can select which layers within the PSD file to import.
Import just one layer (uncheck all the other layers)
NOW go back to the bee animation (hopefully you still have that saved).
Click on the Bee symbol (movie clip symbol)
Click on the Bee symbol within the movie clip (graphic symbol--bee2)
You should see the progression look like this: 

Drop the psd layer onto the bee2 symbol.
The psd layers will follow the same path as the bee.


5. 3D
When you choose a new 3D project, make sure it's in Flash 3.0 (3D will not work in a 2.0 document).
Create an object (a circle, a square) and convert it to a MOVIE CLIP symbol (F8)
Select 3D Rotation Tool: 


Blue line is the Z access
Red Line is the X access
Green line is the Y access
Putting cursor on orange line allows you to rotate in any direction.

You can actually move the object so it appears on a 3D plane. 
Select 3D Translation Tool. 
color dot in teh center is the Z access, allowing you move object on the 3rd plane.
BY holding onto the red X access and Click/Hold and Drag, it slides in 3D.
Same applies to Y access. 

ADVANCED PROJECT
Make a movie symbol and corresponding movie clip for every letter of your name (or nickname). 
Make every movie clip different (different color, rotate, jiggle, swerve, scale).
Explore with motion guides, rotation, color tinting.
Add a cool background.
Group all the movie clips and combine into one complete animation (and multiply the movie clips if you want).

Now create a elipse in 3D and make it rotate.

Surprise us with your creativity!