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Flash

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Flash

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  1. Flash Adobe Flash Introduction Kyungeun Park

  2. Bitmap vs. Vector based • Bitmap • Bitmaps are made up of single pixels • Vector based • Vector graphics are made up of mathematical equations

  3. Advantages of Vector-based Drawing Programs • Easy to resize without loss of quality • Small file size • Faster display and download

  4. Animation • Graphics with added motion • Motion is illusion of motion • Single image is called a frame

  5. Animation (cont.) • 24 frames per second are the threshold for the human eye to perceive single frames showing in sequence as continuous motion

  6. Layers • Layers are like transparencies • Have a stacking order • Easy to make changes • Avoid unwanted object interaction

  7. Usage of Layers • Layers avoid unwanted object interaction • Each object that you may want to animate should be placed on a separate layer • Rule of thumb: If in doubt, place the object on a separate layer

  8. Frames • Frame • Single image displaying the object or character • Keyframe • Single Image where a significant change to the object or character is defined

  9. Frames (cont.) • In-between Frames • Incorporate the incremental changes necessary to simulate movement • Tweening • Process of automatically creating in-between frames

  10. Symbols • Symbols are reusable objects • Are stored in the library • Library is a container for reusable objects • Convert to symbol creates symbol and places it in Flash library

  11. Symbol Instances • Instance of a symbol is usage of a symbol in your movie • Help to keep the file size small

  12. Working with Symbols • Library panel • Holds a library’s contents (symbols, sounds, video clips, and bitmaps in folders) • View Library Window

  13. Working with Symbols • Why use symbols? • Flash uses vectors to hold down file size: each vector shape is just a set of instructions. • This fact makes vector shapes efficient to begin with. • Symbols allow you to reuse elements in a way that's more efficient than duplicating vector shapes. • Each instance of a symbol is linked to one master symbol, instead of adding a full set of instruction for each instance.

  14. Understanding Scenes • Scenes are compared to chapters of a book. • Animation is broken into smaller chunks called scenes. • Scene panel shows what scenes exist in your movie.

  15. Manipulating Scenes • Insert a scene • Delete a scene • Change the scene order • Rename a scene

  16. Frame-by-Frame Animations • Traditional form of animation • Made by placing different content in different frames • Keyframe is the frame that hold new content.

  17. Frame-by-Frame Animations • Timeline • Control

  18. Frame-by-Frame Animations • Keyframes • Blank keyframe: empty frame • Keyframe: duplicates the content of the preceding keyframe in that layer

  19. Frame-by-Frame Animations • Insert Keyframe/Blank Keyframe Blank Keyframe Keyframe

  20. Frame-by-Frame Animations • Frame-by-Frame Animation

  21. Tweening Process • Tweening • Process of automatically creating in-between frames • Flash creates a series of incremental changes to the graphic. • In-between Frames • Automatically generated intermediate frames to simulate movement • Tweening pattern • Beginning and end of the sequence by placing graphic elements in keyframes • Apply tweening process to the beginning frame

  22. Tweening Process • Tweening • Motion tweening • Shape tweening • Difference between motion tweening and shape tweening is: • Motion tweening requires graphics that are in containers (drawing-objects, groups,symbols, or text boxes quality) • Shape tweening requires editable graphics (merge-shapes and drawing-objects quality)

  23. Animation with Motion Tweening • Create Motion Tween

  24. Animation with Motion Tweening • Create Motion Tween

  25. Animation with Motion Tweening

  26. Animation with Motion Tweening

  27. Animation with Motion Tweening • Tween changes in color – transitional colors for each inbetween frame

  28. Animation with Motion Tweening • Tween changes in color

  29. Animation with Shape Tweening Automatic Transition of Shape

  30. Animation with Shape Tweening • Morphing: transforms the oval into the rectangle

  31. Animation with Shape Tweening

  32. Animation with Shape Tweening

  33. Animation with Shape Tweening