1 / 33

Flash

Flash. Adobe Flash Introduction. Kyungeun Park. Bitmap vs. Vector based. Bitmap Bitmaps are made up of single pixels Vector based Vector graphics are made up of mathematical equations. Advantages of Vector-based Drawing Programs. Easy to resize without loss of quality Small file size

stella
Télécharger la présentation

Flash

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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

More Related