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Basics of animation and Flash

Basics of animation and Flash. Lecture 1 F27EM1. Animation. Animation allows the creation of “moving pictures” using pictures rather than people or moving objects. In any filmed sequence, a series of still pictures or frames are shown in a sequence which creates the illusion of movement

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Basics of animation and Flash

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  1. Basics of animation and Flash Lecture 1 F27EM1

  2. Animation • Animation allows the creation of “moving pictures” using pictures rather than people or moving objects. • In any filmed sequence, a series of still pictures or frames are shown in a sequence which creates the illusion of movement • This depends on the human eye’s inability to detect individual frames, seeing them as continuous movement instead • In classic animations, such as early Disney “cartoons”, each frame was hand drawn, an enormously labour intensive task

  3. Tweening • Most animation uses tweening to reduce the time required from the most skilled animators • These top artists draw, by hand or on a computer, only those frames necessary to show how the animation progresses – the keyframes • Less skilled artists then draw a series of frames which show the progression from one keyframe to the next • If we use a computer animation package, such as Flash, it does many simple tweenings for us

  4. Tweening example

  5. Tweening example

  6. Tweening example

  7. Tweening example

  8. Tweening example

  9. Tweening example

  10. Animated text • Even Powerpoint can do simple tweening animations • Here are some of these • Simple but effective

  11. Optical illusions • If an object grows larger in successive frames, this can create the illusion of it moving closer to the viewer, and vice versa Coming to get you

  12. Optical illusions • If an object grows larger in successive frames, this can create the illusion of it moving closer to the viewer, and vice versa Coming to get you

  13. Optical illusions • If an object grows larger in successive frames, this can create the illusion of it moving closer to the viewer, and vice versa Coming to get you

  14. Optical illusions • If an object grows larger in successive frames, this can create the illusion of it moving closer to the viewer, and vice versa Coming to get you

  15. Morphing • Morphing or shape tweening give the illusion of an object gradually changing shape • It is simple for simple shapes, but requires clever algorithms for realistic images

  16. Morphing a simple shape

  17. Morphing a simple shape

  18. Morphing a simple shape

  19. Morphing a simple shape

  20. Macromedia Flash • Use for creating: • Animations • Olympics: http://www.bozzetto.com/ • Interactions • Even complex games... • Some Examples • http://www.shockwave.com • http://www.macromedia.com > showcase > Browse By Product (Flash)

  21. Flash Elements • Stage • Toolbox • Panels • Library • (and Symbols) • Timeline

  22. The Stage • Draw and place graphical elements in a frame • Similar capabilities to drawing in MS Word or Open Office Writer • Zoom in and out • Different levels of detail • Control size, colour etc. • Again like Word

  23. Toolbox • Similar tools to other Graphical Packages • pencil, pen, ellipse, rectangle, paint fill, eraser, colours etc...

  24. Panels • Properties Panel • Context sensitive • Colours Swatches and Colour Mixer • Used for lines, fills etc. • Library • Store and load symbols on the stage

  25. The Timeline • Frames (horizontally) • Layers (vertically) • Playback head – current frame

  26. Frames • An animation is a sequence of frames • Define the view seen as time passes • Are spaced evenly in time • Speed of motion in frames per second (fps) • Different Kinds of Frames • keyframes • blank keyframes • end frames • filled frames • empty frames

  27. The initial timeline

  28. Types of frames • Keyframes mark changes of properties of objects • blank keyframes have no information at the moment • filled frames have images drawn into them explicitly • empty frames define time passing in tweening sequences etc.

  29. Creating frame-by-frame animations To create a frame-by-frame animation, you define each frame as a keyframe and create a different image for each frame. Each new keyframe initially contains the same contents as the keyframe preceding it, so you can modify the frames in the animation incrementally.

  30. Layers • Organisational tool • To avoid shape combination effects (eg) • What happens if I draw two shapes on the same layer... Put one on top of the other... Then move it away? • To allow different keyframes • To allow tweening

  31. Layers • Hand drawn animations typically used layers of drawings • The drawings were on transparent sheets • The contents of the layers were super-imposed on each other when they were photographed • This avoided having to redraw the parts of a picture which did not change in each frame • Movement of an object could be done by dragging it on its own layer or by dragging the background layer between frames

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