The
task of producing animation by hand is none too simple. To automate
this process and make your work more productive Macromedia Flash
provides tools that will be briefly introduced here. It might take
some time to get accustomed to these concepts, but this will pay
as soon as we get to customizing the .FLA file. You will also need
it opened now to do some practice. The tools that you'll need are
layers, key frames,
and symbols.
Layers
Layers are common to many graphical programs. You
can think of them as thin transparent films with text and images
placed on them. You can change the order in which the films are
stacked, edit their contents independently, and lots of other things.
What
we will need most for now is modifying the appearance of layer contents
(not the contents themselves). In Flash you can make contents of
a layer invisible or display just contours. Try out both by following
the steps below:
1. Open the .FLA file and adjust the view by
selecting View>Magnification>Show All.
2.
Make sure the Timeline is visible. If not, use View>Timeline
to display it. (You can locate Timeline by turning it on and off
with menu or upon consulting Help>Lessons>01 Introduction,
which explains names and purposes of main interface windows).
3.
Locate an eye icon in the top of layers list
from the left side of timeline. Click on dots in the column beneath
it. When a dot changes to a red cross it means that the corresponding
layer was made invisible. Try to locate which elements that you
see in the scene belong to which layers.
4.
Locate a square icon, which is to the right of
the eye icon. Click on squares beneath to display layers in contours.
Solid square denotes normal display mode for this layer. In contour
mode you are able to see objects with transparency turned on.
This way you can identify more elements in the scene including
those for which invisibility of a layer does not make any difference.
Key frames
There is another reason besides convenience for having
layers in Flash. That is what is called tweening.
The idea is simple: you specify properties of a shape in starting
and ending frames, and Flash generates everything that is in beTWEEN.
For such generation to be possible there can be just one animated
shape per layer during each moment of time. To make many things
happen simultaneously you need several layers. Each layer can have
many frames with several of them containing shapes that the designer
specified by hand - these are key frames. You can
tell key frames by a dot they have. Ordinary frames are just white
and gray squares to the right of layer name in Timeline. Tweening
displays as an arrow between key frames. Fill color varies depending
on the type of shape properties changed. You will see violet-filled
tweened frames most often. Violet means change of coordinate in
time, in other words motion. Try selecting key frames with a click.
Note that a click on a tweened frame selects the entire range of
frames for which tweening occurs - this is NOT what you want to
do. When selecting key frames notice that animated elements of that
layer get selected. These are symbols. In fact, you customize your
intro template by editing them.
Symbols
Symbols are building blocks of your Flash movie.
They can be static graphics or text and they can be animation themselves.
The most valuable property of these objects is that there is one
and only "master copy" of symbol per movie. When you edit
a symbol in one location all its occurrences change as well. You
can view a complete list of movie symbols in the Library. Display
the Library window by selecting Window>Library.
You can start editing symbol names by double-clicking on text or
you can go into symbol editing mode by double-clicking the icons
from the left. When finished, select Edit>Movie
to return to image editing mode.
|