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Animation basics. Create tweened motion tweens

In the first lesson of the Basic Mini-Course "Animation Basics in Actionscript 3.0", you will learn about:

  1. What is animation
  2. How to achieve the illusion of movement with frames
  3. About the possibilities of time-lapse animation
  4. Features and benefits of software animation

Adobe flash is, in fact, a kind of animation machine. Already in his very first versions, he created it using the Tween concept. It is as follows:

  • two key frames with different content are created on the timeline (positions of objects, their shape, color, etc. change);
  • Flash creates all intermediate (transitional) frames independently (Fig. 1).

This is how it looks in Adobe Flash CS6.

But, this lesson and the course in general is not only about Tween, but about a powerful language that is built into Flash called ActionScript. By studying it, you will learn a lot of useful and practical, especially in such sections as imitation of physical phenomena of the real world and mathematical calculations... Obviously, this kind of knowledge will give you complete control when creating interactive applications, which you could never achieve with just Tween.

But before we get into specific tricks, techniques, and formulas to help you animate objects with ActionScript, let's take a closer look at the idea of ​​animation, some of its basic techniques and how they are used in it, and how to make it more interesting. , and most importantly dynamic.

What is animation?

So what exactly is animation? The definition of this concept can be found in many dictionaries. For example, here's one given by Wikipedia:

Translated into everyday language animation means movement... If we expand this definition somewhat, then we can say that animation is a change in time... This is especially true for visual (visible) changes. Movement is a change in position in time.... At one point in time, the object was in one place, and a minute later in another. Theoretically, it was also located at intermediate points between the initial and final points as time moved.

But an object does not have to change its position in order to be considered animated. He can just change his external shape... In the 90s (scary to say, the last century!) computer programs who did morph.

For example, you have two pictures: a girl and a tiger. The program creates a smooth transition / animation between them (morphing).

Sqirlz Morph 2.1 software was used to create this flash movie.

When morphing, an object can also change its size or location. For example, in this way you can create the illusion of a growing tree, a spinning ball, or a change in the color of an object.

Timing animation is an important concept.

Without visible movement or change, there is no animation, and therefore no sense of time for the viewer!

You have probably seen many times shooting with a camera, which lacks any movement, for example, an empty room or a cityscape.

In such a situation, it is difficult to say what is in front of you: an ordinary photo or video clip. As you view it, you suddenly notice small changes in the frame: slight movement, a change in the flow of light, or a movement of a shadow. Even such small changes clearly tell you that time is ticking and if you continue to observe, then perhaps something else will change. If during the next period of time there are no changes, then you will again feel that you are looking at a photograph. Therefore, the absence of time in the frame means that the picture will be unchanged.

All of the above brings us to a very important conclusion: animation, movement arouses visual interest in us.

Everyone remembers the painting by Leonardo da Vinci "Mona Lisa" - a masterpiece of painting, one of the most famous paintings in world art history.

It is possible to assume with a high degree of probability that an ordinary person will get bored after a few minutes of inspection and very soon will start looking for the next object to "study". But, start showing him the latest Hollywood blockbuster and he won't notice when a couple of hours fly by. That's the power of animation!

How to create the illusion of motion in stop motion animation

Let's go back for a second to the definition of animation we saw above:

Animation is technique creating the illusion of moving images (movement and / or changing the shape of objects - morphing) using a sequence of still images (frames) replacing each other with a certain frequency.

The authors of such definitions are forced to introduce the word illusion into them. It often happens that only the illusion of movement exists in those types of art or media that we encounter in life. Therefore, this is the time to introduce the concept of personnel.

In theory, all kinds of visual animation use frames - a sequence of pictures or photographs quickly shown to the viewer in order to simulate movement or change.

What you see on a computer screen, TV, or in a movie theater is based on footage. It all started with the first cartoons, where individual pictures were drawn on transparencies, and the first films, where the same technique was used to show a series of photographs.

The concept is simple: you are shown a sequence of pictures, one after the other, that are slightly different from each other, and your brain connects them together into a single moving picture.

Then why should we call it the illusion of movement?

If you see a girl walking down the street on your monitor screen, is that not a movement? Of course, this is only an image of a girl, not a real object, but this is not the main reason why we consider such a movement to be an illusion.

Remember, I talked about an object that at one moment in time is in one place, and a minute later it is in another? At the same time, I said that he moves in real space. It is only this kind of movement that we can call real. Objects move in space smoothly, and not in jumps, as it happens in all types of stop-motion animation... In them, the object does not move from one place to another; it disappears and then reappears elsewhere in the next frame. The faster he moves, the longer such jumps.

If I showed you a photo of a girl who is in one place, and a few seconds later another photo with the same girl, but in a different place, then you would say that these were two photos, not animation.

If I showed you some of her photographs in motion, you would still say that this is just a series of photographs.

If I showed you a number of photographs quickly enough, it wouldn't change the fact that they are still photographs, but you would start to perceive them differently.

Your brain would see them as a moving girl. In fact, such a view is no different from the first two photographs, i.e. there is no real movement in them, but at a certain moment the brain gives up and buys into this illusion... Naturally, this effect has been very well studied in the film industry.

After the conducted research, it was found that at a display speed 24 frames per second, the viewer perceives them as a single moving picture. If you show it slower, the image starts to “jump” annoyingly and the illusion of movement is destroyed. If you accelerate to 50 frames per second, then this will not add realism to the image (although in software animation, when the viewer interacts with the picture, the response will be faster and the movement of objects at high speeds is smoother).

The frame concept makes three things possible:

  • storage
  • transmission
  • and showing

Obviously, you cannot store, transfer and then show a real girl walking down the street, but you can store her image / photo or a series of them, and then transfer and show them. Thus, you have the ability to play the animation almost always and everywhere, with the available access to the saved photos and the ability to display them.

Now is the time to give a more general definition of the frame. Until now, speaking of him, we had in mind a photograph, a picture or a drawing. Now let's count as follows: a frame is a record of the system at a specific point in time.

This system can be:

  • a landscape photo you took from your own window;
  • a collection of virtual objects (a record, in which case, would be their shapes, sizes, colors, locations, etc. at a given point in time. Thus, your movie would turn from a series of pictures into a series of recordings of picture descriptions. Instead of just show a picture, the computer takes such a description, creates a picture from it and then shows it);
  • frames containing certain programs.

Personnel programming

Since the computer can read on the fly, you can do without a long list of descriptions for frames. You can simplify everything by describing only the first frame and setting rules for creating all subsequent frames.... Now the computer does not just create a picture from the description, but:

  • first creates a description,
  • then generates a picture based on this description
  • and shows this picture at the end.

Just imagine how much space you could save with this approach! Pictures always take up a decent amount of disk space and bandwidth networks. And 24 pictures per second can become simply "overwhelming". If you manage to reduce everything to one description and definition of rules, you have the opportunity to reduce the file size hundreds of times.

In 90 cases out of 100, even the most voluminous program with the rules of how objects should move and interact takes up less space than a single medium-sized picture. Therefore, one of the first effects that was noted when studying software animation is its economical in terms of file size.

There is definitely a trade-off. If your system begins to grow, and the rules become more and more complex, then the computer must spend more and more resources to process each subsequent scene, and then also a significant time to display them on the screen.

If you are trying to maintain a certain frame rate, then it sometimes leaves your processor (milliseconds) no time to "digest" all this. Therefore, if the computer cannot render the scene in time, then the playback quality (frame rate) will suffer. On the other hand, conventional picture-based animation cares little about what is in the scene and how complex the picture is. She just shows the next picture in time and that's it.

Benefits of software animation

The next advantage of software animation over time-lapse animation, which we will now discuss, goes far beyond simple file size. It is already an established fact that software animation in most cases is used precisely as dynamic.

You've probably watched Terminator 2: Judgment Day. At the end of the film, each time Terminator disappears into the melting pot with the phrase "I'll be back." He does it in theaters, on TV, and on DVD. Even pressing the Stop or Pause button, you are not able to stop it. And that's because an ordinary movie is nothing more than a sequence of pictures... At the end of this film, they (pictures) show the Terminator disappearing into the hell and that's all they can do.

Now let's move from Terminator to a regular flash site. In the late 90s, when Flash was rapidly gaining its popularity, only the lazy did not want to use its capabilities on their website:

  • moving, appearing and disappearing forms;
  • accompanying music;
  • a suddenly popping up call for something;
  • an emerging spot of light or shadow.

Then such things were new, so I wanted to exclaim: "Cool!" To be fair, I must say that not all of these sites were really cool. Remembering today what I saw then, we can say that only two or three of them really engraved in memory.

The duration of the animation on them was no more than a minute. This was only enough for me to look through them three times in a row. Were they bad? No, it's just that after a few views, the attention wanes, because there was nothing more to watch, like in the movie about the Terminator. And here we can talk about a certain paradox - in films of this kind the animation does not change, every frame, from the first to the last, is predetermined.

Let's go back to software animation. It doesn't have to be dynamic. You can create an object and, using code, locate it on the stage and then make it move along it. In such a situation, every time you run such a clip, the same code will run, causing the same movement. And, obviously, there are no dynamics here.

But what if you take the same object and use the code to randomly determine the location of this object, the direction of its movement and speed? In such a situation, after starting the video every time, we will see something different from the previous one.

But there is also a third option. After the launch of the video, will the time of day, month and year be determined and based on these data a scene will be built, for example, a winter morning, a summer afternoon or a September evening?

And here is the fourth. During the film, the viewer, using the mouse or keyboard, at will, could change some factors? This would allow him to interact with objects in the scene. Such a film would be far from what we are used to seeing it, right? You could even save the Terminator!

A virtual reality

It is possible that the most interesting aspect of dynamic animation is the application of the laws of mathematics and physics of the real world to the objects created in it... You can not only make such an object move in a random direction, but also simulate the effect of gravity on it. As a result, it will start to fall. When the fall is over, he will hit the ground and rebound, but to a height not equal to the one from which he began to fall. In the end, he will stop jumping and remain lying on the "ground".

After that, you could allow the user to interact with him:

  • "Take" it with the mouse
  • or move using the keyboard.

After the user begins to interact with him in this way, he will have a complete feeling that this is a real physical object.

You can see for yourself by playing with the red ball below.

By creating such animations, you make the user feel like they are not just looking at how the frames are moving, but that it is in some space created by you... How long will he be there? Yes, just as long as it will be interesting to him. The more you give him opportunities for interaction, the longer he will stay there, and then also come back many times.

Outcomes

In this introductory tutorial, we discussed:

  • the basics of animation;
  • differences between frame-by-frame and software animation;
  • the main advantages of dynamic animation.

This is conceptual, basic knowledge, on the basis of which all subsequent material will be built. free mini-course "Animation Basics in Actionscript 3.0».

In the next tutorials, I'm going to talk about some of the tools you can use in your work. The most obvious use of all the information that will be discussed in this course is in game creation. It is clear that they require the greatest interaction with the user, where he is required to solve certain problems and achieve the set goals.

But the information in this course can be successfully used for your professional work as a web designer. For example, to create an interesting menu on the site, banner ads or applications (programs) for the education system.

What kind of animation is of greater interest to you personally? Write about it by leaving a comment below. Also, if you have any questions while studying this lesson, then ask, do not hesitate, I will be happy to answer them.

See you in the next lesson!

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If you are a beginner webmaster and decide to revive the pages of your site with Flash (flash) animations or ready-made Flash videos, then the information on this page is for you.

Flash (translated from English "flash") technology began its development in 1996 and today even a novice web master is familiar with such terms as:

  • flash banner ;
  • Flush menu ;
  • Flush splash screen ;
  • interactive elements like a clock made on a flash .
  • Beautiful Tag Cloud in

And entire Flash sites, including chats, guestbooks, polls and forums, began to appear on the web more and more often.
With the advent of Flash animations website development has taken on a new direction.
A website made with flash technology is very different from its HTML counterparts. The first thing that always attracts the user's attention is all kinds of moving, sparkling, blinking, iridescent page elements.

What you need to view FLASH


To view flash animations, or any other flash content, a flash plug-in must be installed in the browser, which can be downloaded directly from the Flash developer site - Macromedia (now part of Adobe).
However, it should be noted that, in contrast to Internet Explorer which can install plug-in flash in automatic mode, other browsers, like Opera or FireFox, require a separate installation. You can download all the necessary programs from the official flash website - adobe.com.

Where to get the source code for creating a site.

It takes a lot of time, effort and knowledge to create Flash animations. It often happens that one thing, and sometimes all at once, is sorely lacking. And here the so-called flash sources... The network is full of free templates FLASH sites, and there are files with the extension…. .FLA.
The templates contain many animation effects and beautiful transitions, you do not have to implement this or that effect, you just need to take it from the template. Also, templates will make it easier for you to create your flash site: by opening a template and changing or adding information to it, you will get a stunning flash site in a short time and with a minimum of effort.

Creation and editing of flash drives.

To create flash videos you need to choose a program for yourself with which you will work with the flash.
Today, the undisputed leader among is the product of the Macromedia company. Adobe Flash Professional CS3... Flash CS3 is the industry standard for developing interactive multimedia programs for any platform. Flash can be used to create games, websites, CD presentations, banners, and cartoons.


To manually insert Flash movies into an HTML page, two tags are used simultaneously - и . Тэг вставляется внутрь тэга . Такая конструкция является следствием того, что часть браузеров не поддерживает технологию ActiveX и тег .

Пример вставки Flash-фильма в HTML-страницу:

Если сравнить эти два кода, то не сложно заметить, что Dreamweaver (только CS3) добавляет javascript. Он решает проблему запуска активного содержимого SWF-файла для браузера «Опера». А именно, чтобы флеш ролик активировался без дополнительного клика по флэшки. Файл, который генерирует программа, так и называется: AC_RunActiveContent.js располагается в папке Scripts.

Расположить DIV поверх Flash.

Иногда сталкиваешься с такой ситуацией, когда просто необходимо, разместить какой-нибудь контент (текст, фото и т. д.) на флешке.
В этом случаи достаточно указать всего один параметр для тега : И для тега : wmode="opaque" И не забыть прописать в передаваемых параметрах функции AC_FL_RunContent(): "wmode","opaque"

Окончательный код кроссбраузерной вставки Flash в HTML страницу.

Работает во всех современных браузерах без дополнительного клика для активации.

V you need to include the file "AC_RunActiveContent.js"
(and don't forget to send to the server)

Options:

srс - path to the loaded movie (only for )

movie - path to the loaded movie (only for< object >)

classid - ActiveX identifier (only for< object >)

width - the width of the Flash movie in pixels

height - the height of the Flash movie in pixels

codebase is the URL at which the browser will try to download the Flash add-on if the visitor does not have it installed (for< object >)

pluginspage - the URL at which the browser will try to download the Flash plugin if the visitor does not have it installed (for< embed >)

play - determines whether to start playing the movie immediately after loading or not. Can be true or falsh

loop - determines if the movie will be played in an infinite loop. Can be true or falsh

quality - the quality of the movie display. Can take values: best, high, medium, autohigh, autolow, low. The best value corresponds to the highest quality.

bgcolor - background color

scale - determines the scaling parameters of the movie if the dimensions in the width and height properties are set in percent.

Accepts values:
- showall — stretches the movie to fill the specified area while maintaining the movie's aspect ratio (used by default). If the proportions of the movie and the area defined for it do not match, then during display, frames may appear on the sides of the movie.
- noborder - completely occupies the area allocated for the film. Parts of the movie that do not fit are cropped while maintaining the aspect ratio.
- noscale - the movie is not scalable
- exactfit - scales the movie to fit the specified area. The proportions are not saved.

base - base URL used for relative redirects if the movie consists of several movies stored in different directories

menu - type context menu that appears when you right-click in the movie area. Can be true or falsh. True displays the full menu.

wmode - defines transparency parameters.

Accepts values:
- window - displayed in its own rectangular window, used by default
- opaque - the movie is placed in the background of the page
- transparent - sets the transparent background of the movie (for< object >)

swliveconnect - Used to allow data transfer between JavaScript and Flash movie (for< embed >). True to enable data transfer, false (default) to disable.

Optimizing Flash Websites

A beautiful, animated header, banner or logo may well decorate your professional site.
But in terms of optimization, building a site entirely based on Flash is a big mistake. Such a site is doomed to lack good rating v search engines Oh. This is because search engines hardly understand Flash!
Search engines perceive and analyze headings, text and links on your website page. If all this is "hidden" in the swf format, search engines are not able to recognize if there are texts or links inside the file. There is simply no data for the correct ranking of such a page!

There are several ways to solve this problem:

HTML with Flash elements- If your pages have indexable titles, page content and navigation elements, the moderately limited use of Flash on your site pages should not affect the rankings and the site's search engine results.

Frames - Try position Flash in frame, and indexed text outside of frames. As long as both parts have the same content, search engines should have no problem indexing.

Separate Sites - Create a Flash site for users and a separate HTML site for search engines... Next, use a robots.txt file to block your Flash site from being indexed by search engines.

All the work of creating a movie takes place using the Timeline panel, an image of which is shown below. The Timeline panel is divided into two parts by a vertical line that can be moved with the mouse. The right side of the panel is a so-called "frame ruler" - a ruler on which the frame symbols are located, which look like small rectangles. The content of the frames is static pictures that change in time, appearing on the working field. Frame numbering is shown at the top of the ruler. The "status bar" is located under the frame ruler.

Keyframes are frames in which static images are placed that "come to life" during animation. Keystroke leads to the creation of a new key frame. Keystroke causes a duplicate frame to appear to the right of the keyframe. Duplicate frame- this is a frame that does not have its own content, but contains only a link to the content of the keyframe to the left of it. Creating a duplicate frame makes it easier to work on animation, eliminating the need to draw the same scene in adjacent frames. On the frame ruler, an empty keyframe is denoted by a hollow circle; if it contains a graphic object, it is denoted by a black circle. The last frame in the chain of duplicate frames is marked with a white rectangle.

- the main tool when working with animation in Flash. It displays information about the layers, which frames are key, and which Flash generates. By using the timeline, you can understand which frames contain actions or labels. It allows you to move key frames and whole pieces of animation.

Key features of the timeline:

  1. To make a layer active, you need to select it. You can draw and edit only on the active layer. The active layer is highlighted on the Timeline and the pencil icon indicates that it can be edited (Layer 3).
  2. The content of the layers at the top of the Timeline is displayed on top of the content of the layers below them. To swap layers, you need to drag the layer name to the desired place on the Timeline.
  3. To create a new layer, select a position on the Timeline for the new layer and press the "Add layer" button.
  4. To remove a layer, just drag it to the trash can.
  5. To rename a layer, double-click it on the Timeline.
  6. When creating a layered image, use the layer controls. Clicking in the column below the lock image will block any editing, and in the column below the eye image will make the layer invisible.

Below is an example of an animation, in which a different background (landscape) with a corresponding text block is placed on different layers with a shift of 25 frames. The landscape was obtained by filling the background with a bitmap Color Mixer-> Bitmap with subsequent processing with the Fill Transformer tool.

  • The frame scale is a field where you can add and remove simple and key frames. If you call the context menu (right mouse button) on any frame, you will see a list of actions that can be performed. The scale displays information about frames that are key (such frames are marked with black circles), contain actions (the letter "a" above the circle) or a label (a red flag followed by the name of the label). Color also indicates the type of frames. The gray color is frames that exactly repeat the keyframe (keyframe). Bluish or greenish backlighting indicates that frames were generated by Flash. And finally, white or "empty" striped space indicates that there is nothing in these frames.
  • Shadow control buttons- these are buttons that allow you to display adjacent frames as if through tracing paper, in order to see the difference between the previous and subsequent frames. You can set the depth of this display on both sides of the marker. The animation consists of a sequence of frames. The frame can be either manually composed or generated by Flash. This applies to frames on the same layer. Since Flash scenes usually consist of several layers, the resulting "layered" frames can contain both generated and "self-made" layers. In computer animation, there is a concept - keyframes (keyframes). Their name speaks for itself. These are frames that Flash is not allowed to change during the animation process. You set these keyframes, and Flash builds the intermediate frames between them. There are two types of tweening frames - shape tweening frames or motion tweening frames. And, of course, frames can be empty, i.e. contain nothing.
  • Symbols are one of the key concepts in Flash. A symbol can be either a simple geometric primitive or their union, or a whole animation (movie). This allows symbols to be used as a powerful abstraction mechanism in Flash. There are three kinds of symbols: animation (movie clip), button (button) and image (graphic):
    1. Image (graphic), is a single-frame character. Hence its static name follows. If the symbol is really a static (non-animating) object, it is better to make it a graphic.
    2. Button (button). Flash has a custom type of symbol for the function of a button. It has 4 frames: Up, Over, Down, Hit, which contain the following button states:
      • Hit - the usual state for a button containing a link that the user has already visited.
    3. Animation (movie clip). This is the most "complete" type of symbol. It can contain any number of frames. A symbol of this type can be interpreted as a Movie object in ActionScript (embedded Flash).
    Symbols can be created both "from scratch" (Insert-> New Symbol, Ctrl + F8) or using the current selection by placing it directly into the symbol (Insert-> Convert to Symbol, F8). The second technique is used much more often than the first one, because you no longer need to position and resize the symbol.
  • There are two fundamentally different ways to animate something in Macromedia Flash:

    1. Draw each frame yourself, using Flash only to cycle through frames.
    2. Make Flash automatically render intermediate frames.

    Step-by-step (frame-by-frame) animation

    This is an animation composed entirely of keyframes. Those. You yourself determine both the content of the frame and its "duration" (ie how many such static frames the image will occupy). Before drawing the next frame, you need to insert an empty keyframe ( ), if you want to get a copy of the keyframe, then press and then edit the resulting copy. When you want to use ready-made images as a basis, you can do it as follows - File, Import ... On the timeline, the frame-by-frame animation looks like this:

    The advantages of this method include:

    1. Frame-by-frame animation gives, in a sense, more control over animation, and if you are an experienced animator, you can use it to their advantage.
    2. This is the only way to organize the change of completely independent images - a slide show (for example, by creating a regular banner using Flash).
    3. And everything else that follows from the ability to draw each frame by hand.

    The disadvantages include the following:

    1. Frame-by-frame animation is difficult to modify. Especially if it's not a discrete set of images, but a related animation. All frames have to be modified.
    2. Frame-by-frame animation takes up a fairly large volume, since you have to store information about each frame.

    Elementary operations with personnel:

    • Insert blank keyframe - Insert -> Blank keyframe, .
    • Keyframe repeating the content of the previous one - Insert -> Keyframe, .
    • Clear keyframe - Insert -> Clear keyframe, +.
    • Insert regular frame - Insert Frame, .
    • Remove frame - Insert -> Remove Frames, +.

    Elementary operations with a roller:

    • Watching the video - Control, Test movie.
    • Changing the height and width of the movie - Modify, Movie.
    • Convert Flash Movie to HTML Document File, Publish Setting, HTML Tab.
    • HTML Document Preview - File, Publish Preview.

    Let's create a multi-layered movie with a step-by-step animation "Flower Life". 1st layer - frame, 2nd layer - pot, 3rd layer - flower. You can represent the 3rd layer in three layers: leaf, stem, inflorescence.

    The pot and frame are always in front of our eyes, and the flower manages to grow and fade in 25 key frames. In the “flower” layer, each frame is different from the previous one, but you can change the state of the flower one frame at a time.

    The video is published using File-> Publish Setting. On the Formats tab, publish options are selected, you can select several, on the corresponding tabs you set the parameters for the selected publishing option, then click the Publish button. In this case, the created files are saved in the same folder as the original file with the extension .fla. In our example, the Gif-animated file option is selected for publication, as in all subsequent examples.

    Try to complete the second task yourself using the algorithm below. This will create the "Moving car" animation:

    • create a layer "Landscape";
    • execute the File / Import command and import a picture with a landscape image or create an "asphalt" background;
    • select the 30th frame on the ruler and press F5. create a chain of duplicate frames for the landscape;
    • create a new layer "Auto";
    • draw a car without wheels in the first keyframe;
    • Group the drawn car and press F8 to create a library sample - automobile clip;
    • move the car, select the second frame and press F6;
    • we will move the car and create new keyframes until the car disappears outside the working area;
    • create a new layer and name it "Wheel1";
    • draw a wheel in the first frame and create a library sample wheel from it;
    • create a new keyframe and move the wheel behind the moved car, etc. in all other frames, while turning the wheel at a small angle;
    • lock the "Wheel1" layer and copy the entire resulting sequence of frames to the buffer;
    • create a new layer and name it "Wheel2";
    • select the first frame and copy the entire sequence of frames from the buffer;
    • to loop through the view, click +.

    As another independent task, you can offer to create a step-by-step animation "Burning a match":

    In Flash, there are two options for building intermediate images - motion tweening (building animation based on character modification), shape tweening (building animation based on shape change). These methods are fundamentally different.

    Motion animation

    With this method of animation, the initial position, color, size, orientation and final parameters are set, and the program itself performs this movement. With this method Flash animations automatically builds intermediate frames between the keyframes you specify. This means that you draw an object, then make the changes on another frame, which we will talk about below, and ask Flash to calculate the frames that lie between these two keyframes. It does the job and you get smooth animation.

    The speed and smoothness of the animation depends on the number of frames that are allocated for the movement and the speed of the Flash movie (movie). The movie speed can be changed as follows: Modify-> Movie ..., +- there the Frame Rate parameter sets the number of frames per second. For high-quality animation, the speed should be at least 25-30 frames per second. Smoothness and duration is set by the number of frames allocated for the animation (its fragment).

    Consider tweened motion animation. This is the most commonly used animation technique in Flash. In this case, the animation is based on the modification of the symbols, i.e. the animation object is a symbol. As with the shape tweening animation, for each object at a time, we need one layer. There should be one symbol on this layer, with which all changes will take place.

    When using Motion Tweening, the following parameters are modified:

    1. size (both proportional and disproportionate - separately the height and width);
    2. incline;
    3. location;
    4. angle of rotation;
    5. color effects;
    6. you can use guide layers to define the path of an object.

    You can enable motion tweening in several ways (and unfortunately, there is only one way to disable it). In order to enable motion tweening, you need to make the initial frame of your transition active, then, by pressing the right mouse button, select Create motion tween in the context menu (you can also do this by selecting Insert-> Create motion tween). A universal way to enable / disable motion tweening is using the Frame panel by selecting Motion in the Tweening field. You can also control animation parameters there:

    • Easing - inverse exponential acceleration, works exactly the same as in shape tweening.
    • Rotate allows you to control the rotation. Auto - Flash automatically tries to determine the number of loops. CW (Clockwise) and CCW (Counter Clockwise). In this case, next to the field on the right, it becomes possible to enter the number of revolutions. Only integer values ​​can be used. You can turn off rotation by choosing None.
    • Orient to path - rotates the character according to the guide line. Snap snaps the symbol to this guideline.

    In cases where the number of frames for the main scene is not a multiple of the number of frames for a symbol, the Synchronize checkbox allows the two animations to be synchronized.

    The layers that contain the curve along which the object should move are called guide layers(guide layers) (i.e. they contain the path of the object). In order to add a guide layer, you need to select the layer on which your symbol is located; then Press the right mouse button and select Add Guide from the context menu. This makes the original layer a guided layer. This is far from the only way to create a guide layer. Any layer can be made a guide by specifying it in its properties, or guided by dragging the desired layer with the mouse so that it is under the guide.

    Next, you need to draw a trajectory of movement. The path can be any curve that is not a fill region. Everything! The control layer is ready. You can prohibit it for editing to make it more convenient to work, and in the future, make it completely invisible.

    Now, to use this layer, you need to take the symbol for the center point (this is such a small circle) and drag it onto the path. You will feel when the symbol "hooks" on it, and you will see how it will slide over it.

    Then everything follows the familiar scenario - keyframes, enable motion tweening ... If you want the object to rotate according to the trajectory, and not just move along it, then on the Frame panel you need to enable the Orient to path checkbox.

    Motion tweening allows you to apply different color effects to the entire symbol. This feature is missing in shape tweening. In order to apply an effect to a symbol, you need to select this symbol, and in the effect panel (Windows -> Panels -> Effects), select the desired effect by setting the brightness, color offset, hue.


    Create a very simple example of the animation of a ball moving in a circle yourself, using the algorithm below:

    • draw a circle in the first frame and fill it with a radial gradient fill;
    • group the drawing;
    • select it with the Transformer tool and move the center of rotation some distance;
    • go to frame 30, press , i.e. let's make it a copy of the first frame;
    • go back to the first frame and open the Properties panel and select Motion in the Tween list;
    • v supplementary list Rotate choose forced clockwise (CW) or counterclockwise (CCW) rotation.

    The next example is a little more complicated - it is creating an animation of the movement of the letters of the text:

    • using the Text tool, create a text block;
    • select the written word and break it into separate letters (Modifi / Break Apart);
    • separate the letters on separate layers Modify / Distribute to Layers;
    • Convert each letter in each layer to a drawing, repeat the Modifi / Break Apart command. Select each letter and group it;
    • on the frame ruler, at some distance, create copies of the first frame, for this press ;
    • in turn, we will select the first frames for each letter, move it out of the working area, changing the proportions of the letter, the center of rotation, etc.;
    • in the Properties panel, in the Tween list, select Motion. In the additional Rotate list, select one clockwise rotation;
    • let's see the animation in the viewport + .

    Shape tweening is a smooth change of an animation object on the stage. By an object we mean here not a group or a text block, as in motion tweening, but a normal multicolored drawing that can consist of several fragments. Moreover, the number of such fragments at the beginning and at the end of the animation can be different.

    In the process of shape animation, the drawing can disintegrate into several independent fragments, each of which gradually transforms into something unexpected. Or, conversely, several independent images located on the working area, in the process of animation, gradually changing their appearance (size, color, shape), become part of a single image. Let's say you want the square to smoothly turn into a circle, or the silhouette of a rabbit to smoothly flow into the silhouette of a wolf. In these cases, shape tweening is used.

    As usual, you set two keyframes at some distance from each other. There is a hard limitation in this animation option: the animation must occupy a separate layer and be a single drawn shape (there must be no groups or symbols). After there are two keyframes, you need to make the first of them active (just go to it), and select in the Frame panel (Windows-> Panels-> Frame, +) in the Tweening list, the string Shape. The frames on the timeline should turn greenish and an arrow should stretch from the first frame to the second. The result is a series of intermediate frames that will reflect the transition from the first figure to the second.

    When using shape tweening, you need to set two parameters:

    • Easing specifies inverse exponential acceleration. The value of this parameter can vary from - 100 to + 100. This means that if you specify a negative easing, the movement will occur with a positive acceleration, the speed will increase. Conversely, if the easing is positive, the animation will slow down;
    • The Blend parameter determines the transition algorithm:
      • Distributive - smooths the transition from one shape to another.
      • Angular - tries to keep the aspect ratio of the corners.

    The last tool in the shape tweening animation is shape hints. These are the points by which you help Flash make the transition correctly. You cannot do without them in the case of complex shapes. They are very easy to use. On the first keyframe (where the animation starts) you add a control point (Modify-> Transform-> Add shape hint,

    You can remove all points with Modify-> Transform-> Remove All Hints. To remove a single point, you can right-click on it and select Remove Hint from the context menu. Since the control points are designated by the letters of the Latin alphabet, there can be a maximum of 27 of them.

    There can be many options for the transition from one form to another, so the animation can follow the path that suits you to a lesser extent. Even the transformation of such a simple geometrical figure as a rectangle located vertically into the same rectangle, but located horizontally, can occur in different ways. For example, in the process of such a transformation, the figure may be in the form of an oval or even a circle. To control the animation process, you need to try to simplify the animation by dividing the drawings into several independent fragments located in different layers, but simultaneously participating in the animation. A more coordinated trick is to use the shape marks mentioned above.

    If you need to turn off shape tweening, in the Frame panel select Tweening: None.

    When using shape tweening, the following shape parameters can be modified:

    • the form;
    • location;
    • size (any proportions);
    • Colour;
    • angle of rotation.

    Below is an example of the "transformation" of an elephant into a sheep and vice versa for this animation method.

    Try to create your own animation of the shape of the "transformation" of a snake into an eagle and back:

    Guide Layer and Paths Layer

    Often in the process of animation, it is necessary that the object does not move in a straight line, but along a given trajectory. In this case, animation is created in the usual way, and the trajectory is drawn in a separate layer. The paths layer can serve several different animations, each of which is located on a separate layer, but all of these layers with animation must be located under the paths layer. You can use various tools to draw the path: Pencil, Brush, Pen, Ellipse, or Rectangle. To bind a moving object to this trajectory, you just need to transfer this element to the trajectory in the initial and final keyframes of the animation. In this case, in the Properties panel, you should adjust the animation parameters so that the Snap checkbox is enabled. To do this, you must first select the first keyframe of the animation, it is also useful to select the View / Snap to Objects command.


    For example, let's create a video "Butterfly flying over a flower", according to the algorithm below:

    • import the flower drawing into the first layer;
    • in the first keyframe of the second layer, draw a butterfly (you can get a butterfly by vectorizing its Modify / Trace Bitmap raster photo);
    • select the butterfly, click by creating its library sample;
    • staying in the second layer, go, for example, to frame 48 and press by creating a keyframe that ends the animation.
    • in it we will transfer the butterfly to the other side of the working field;
    • select the 60th frame and press by creating a chain of duplicate frames;
    • select the first frame and in the Properties panel in the Tween list select Motion;
    • select the layer with animation and select the Add Motion Guide command from the context menu;
    • draw on the working area of ​​this layer a curve for the movement of a butterfly, the beginning and end of which are located next to each other;
    • select the first keyframe of the animation, place the butterfly on one end of the trajectory;
    • then select another keyframe for the animation, place the butterfly on the other end of the path;
    • select the first keyframe of the animation, open the Properties panel and enable the Orient to Path checkbox;
    • Let's create the effect of flapping the wings of a butterfly while flying. Let's open the library sample + ;
    • double-click on the butterfly image in the viewport;
    • create a new keyframe, for example, the third, so that the movement of the butterfly's wings is natural;
    • in a new keyframe, first raise one wing of the butterfly, and then the other;
    • let's go back to the main scene and start the preview.

    Masking layer and layer mask

    This layer is designed to cover and make invisible part of the image located directly below it. If the layer mask does not contain any image, then it completely covers (masks) the layer below and associated with it, which is called masking layer... If something is drawn in the layer mask, then any fill of this drawing becomes a transparent part of the layer. If you animate an image created in a layer mask, then the transparent part of the mask will move across the screen. A layer mask can mask multiple layers. You can make a regular layer maskable by changing its position in the layer stack. You just need to move the usual layer under the layer mask with the mouse. Animation in this case can be of two types. Or animation of objects located on masked layers. Or animation of the image on the layer mask.


    An example of how to create a fade-in effect on the screen letter by letter. To do this, we will animate the motion of the image in the mask layer using the following algorithm:

    • in the first frame of the layer, insert a static text block and write a word;
    • select the 40th frame and press , thereby determining the length of the future animation;
    • create a new layer and make it a layer-mask (select the layer and select the Mask item from the context menu) and unlock it;
    • in the first frame to the left of the word, draw a small rectangle and group it;
    • staying in the layer mask, select the 40th frame and click ;
    • staying in the 40th frame, use the Transformer tool to stretch the drawn rectangle so that it covers the whole word;
    • select the 1st frame and open the Properties panel, select Motion;
    • let's start the animation.

    Below is a gif-animated file in which the animation of the shape of the letters of the text "Happy New Year" is used, and then the text that appears is "erased", using a layer mask, a rectangle with a gradient fill, so the effect of "iridescence" of the letters is obtained. The background is a piece of bitmap graphics.

    The following example demonstrates a word “grow” from a point, where an imported bitmap graphic is used as a mask layer, and an animation is created in the layer mask, in which the word grows out of the point, and then it shrinks again. This example also uses shape tweening.

    Creating buttons

    A button is a special type of symbol designed to respond to user actions, for example, pressing the button itself, its keyboard counterpart, or an active area in a movie. The button's timeline contains the following four frames:

    • Up - normal state of the button;
    • Over - when the mouse cursor is over the button;
    • Down - when the cursor is over the button and the mouse button is pressed;
    • Hit - the usual state for a button containing a link that the user has already visited;

    If you need to create several identical buttons, then in this case it is enough to create only one sample button. And then apply the necessary inscriptions on it, change the color or size. If the button needs to contain animated objects, you need to create Movie clips beforehand and then simply place them in the appropriate button frame.

    Basic types of actions:

    1. Go to - transition to a given scene or frame;
    2. Play - start a stopped movie;
    3. Stop - stop the movie;
    4. Toggle High Quality - switcher of movie display quality (anti-aliasing mode);
    5. Spot All Sounds - mute sound;
    6. Get URL - go to the specified address;
    7. FC Command - transfer of movie playback to other applications;
    8. Load / Unload Movie - the simplest way to use this command is to load a movie from a specified address;
    9. Tell Target - selection of a movie for further management (target setting);
    10. If Frame Is Loaded - command execution if the specified frame is loaded;
    11. If - test for truth;
    12. Loop - cycle;
    13. Call - call;
    14. Set Property - setting the properties of the movie;
    15. Set Variable - the value of the variable;
    16. Duplicate / Remove Movie Clip - create or delete a clip instance;
    17. Drag Movie Clip - turns on the clip dragging mode;
    18. Trace - displays messages when performing actions;
    19. Comment - comments;

    Algorithm for creating a button (alg1):

    • create a blank for the button;
    • select the button with the tool and convert it to a symbol (Insert \ Convert to Symbol ...). Specify a name (for example, but), choosing the Button type;
    • switch to the symbol editing mode by double-clicking on the image of the "Button" symbol;
    • go to the Over frame on the Timeline, insert an empty Insert \ Keyframe, edit the button by changing its color;
    • go to the Down frame, insert an empty Insert \ Keyframe, edit the button by changing its color;
    • go to the Hit frame, insert an empty Insert \ Keyframe, edit the button;
    • exit the symbol editing mode (in the upper left corner of the movie go to Scene1).

    Algorithm for creating a button to go to the specified Web page:

    • create a button (alg1);
    • set the action, for this select Window \ Actions. From the Basic Actions drop-down menu, select the Get URL action by double-clicking on it in the left pane window. By clicking on the selected action in the right window, specify its parameters (for example, URL: http: \\ www.ya.ru);
    • test the resulting Control \ Test Movie.

    Algorithm for creating a button to stop a clip:

    • create a button (alg1);
    • add a new layer;
    • create animation in it;
    • build an image in it (for example, a circle);
    • convert the image to a symbol (Insert \ Convert to Symbol ...);
    • select frame 30 in both layers and insert a keyframe Insert \ Keyframe;
    • transfer the image of the symbol in frame 30 to another place;
    • go back 1 frame and select Insert \ Create Motion Tween;
    • select the layer with the button image and set the action Window \ Actions for it. Select the Stop action;
    • view the resulting Control \ Play clip.

    As an example, let's create a button with built-in animation using the following algorithm:

    • press the keyboard shortcut + , create a new sample of the Button type and set the name knopka;
    • click OK and go to the sample editor;
    • in the first frame (Up) on the working area, draw an oval and fill it with a radial gradient fill;
    • press the key three times , this will copy the contents of the first frame to all the others;
    • select the second frame (Over) and slightly enlarge the image of the button in it, outline it with a yellow outline;
    • import a file with animation from the library (for example, a person's running or any other clip);
    • overlay this clip on the button image, bring all scales in line;
    • select the third frame (Down) and slightly reduce the image of the button in it;
    • back to the main scene, open the library + if it is closed, extract the created button.

    This object was published in HTML mode with an indication of the corresponding swf file.

    Scripting with ActionScript

    Let's create buttons that control how the slideshow works:

    • prepare several raster images (slides);
    • importing their new movie;
    • based on each of them, create library samples ( ) type Button (button), creating a sample we will remove the image from the working field;
    • name the first layer of the movie Buttons, select the first frame and place the created buttons in it so that they do not interfere with viewing;
    • create a layer for placing the Images slides;
    • in it using the key create empty keyframes, as many as slides;
    • select the first empty keyframe and place the library slide ( +- library opening);
    • let's attach a script to this frame. To do this, staying in the first frame, open the Actions panel and double-click the Stop () script from the Actions / Movie Control folder, which stops the slideshow waiting for a user command;
    • we repeat the last two steps of the algorithm for the rest of the empty key frames;
    • we will name the frame with the first inserted slide begin, and with the last one end (the names are set in the Properties panel, as a frame label);
    • return to the buttons layer, where the thumbnails of our slides are located;
    • attach a script to each button that sends the program to the frame where the corresponding slide is located;
    • To do this, select the button and enter the following script using the Actions panel:
    • On (release) (

      GotoAndStop (k); - the number in brackets indicates the number of the corresponding frame.

    • in the first frame of the button layer, you can also place the alternative slide selector buttons. In our example, these are "Start", "Forward", "Back" and "End";
    • select the first alternative Begin button and attach a script to it:
    • On (press) (

      GotoAndStop ("begin)";

    • link the following script to the Previous button:
    • On (press) (

      Root.prevFrame ();

    • bind the following script to the Next button:
    • On (press) (

      Root.nextFrame ();

    • to the button end (End), which sets the transition to the last frame, we attach the following script:
    • On (press) (

      GotoAndStop ("end");

    Below is the result of our work:

    When creating animations using ActionScript, a three-frame loop is often used. In the first frame (preparation), the initial data is written, in the second frame, the elements of the loop body are placed, and in the third frame, the command is written to return to the second frame gotoAndPlay (2) ;. The work of the three-frame cycle consists in alternately viewing the frames participating in the cycle until the condition for exiting the cycle is met.

    Let's consider the use of a three-frame loop using the example of creating a mask motion. Our film will have three layers:

    • Import the bitmap into the first layer, which we will call Masked. On the basis of it, we will create a library sample of the "clip" type. Let's remove it from the working area and place a copy of this clip on the working area.
    • In the Properties panel, let's name it Masked.
    • In the second layer, place an instance of the clip, which is a mask of the original shape. The name of the second layer and the name of this instance will be Mask.
    • In the third layer, which we will call Actions, create a three-frame loop.
    • In the first frame, we use the setMask method of the MovieClip object, which allows you to mask any clip with another clip on a different layer. Method format:
    • <маскируемый клип>.setMask (<клип-маска>)

    • Open the Actions panel and attach the one-line script Masked.setMask (mask); to the first frame of the third layer.
    • Using the properties (Priperties) of the MovieClip object, add a rotation of the mask Mask._rotation + = 2; to the second empty keyframe. You can also add resizing and mask coordinates. For example, mask._x - = 1; mask._y + = 1; mask._height - = 1; mask._width + = 1;
    • Attach the usual script gotoAndPlay (2) to the third frame;

    Each time the second frame is accessed, the Mask clip will rotate 2 °. A window in the form of a Mask clip rotates in front of the user's eyes, through which part of the Masked clip is visible.

    Let's learn how to control the color of a library clip instance. Let's create a film in which stars rotate in different directions against the background of the rising sun, changing their color.

    A Color object is instantiated using an ActionScript constructor and has the following format:

    <имя экземпляра объекта Color>= new Color (<имя экземпляра клипа>)

    • Select the first keyframe and import the Rising Sun bitmap into it.
    • Let's create the second layer and draw three arbitrary stars in the first frame.
    • We will select them in turn and create clips named Star, Star1, Star2.
    • Let's name the instance of the first clip St, the second - St1, and the third - St2.
    • Let's attach our script to each sample. The difference in scripts is that each clip instance is assigned a different start color, a different rotation angle, and different conditions for changing the current color in if statements.
    • The color is transferred to the clip instance, for example for Star1, using such a line in the Star1Color.setTransform (colorTransform); script.
    • We will select clips with a script one by one, click and create new clips, for example, named ClipStar, ClipStar1, ClipStar2.
    • You can display several samples of each clip on the working area.
    • An example script for Star1 is shown below:

    OnClipEvent (load) (

    Star1Color = new Color (this);

    ColorTransform = (rb: 0, gb: 255, bb: 255);

    G = 255;

    B = 255;

    Step = 5;

    OnClipEvent (enterFrame) (

    G - = step;

    ColorTransform.gb = g;

    If (r> = 0 && b == 255 && g == 0) (

    R + = step;

    ColorTransform.rb = r;

    If (g == 0 && r == 255 && b

    B - = step;

    ColorTransform.bb = b;

    If (b == 0 && r == 255 && g> = 0) (

    G + = step;

    ColorTransform.gb = g;

    If (g == 255 && b == 0 && r

    R - = step;

    ColorTransform.rb = r;

    If (r == 0 && g == 255 && b> = 0) (

    B + = step;

    ColorTransform.bb = b;

    Star1Color.setTransform (colorTransform);

    This._rotation - = 3;


    Buttons and menus are one of the most important parts of a website and any other application where interactivity is important. Let's create a Flash menu.

    • Let's draw a button with the name "Examples".
    • Press the key and create a Button sample library named primery.
    • Let's go into editing mode and change the button fill and text color for the Over and Down states, in each of these frames we get by pressing the key .
    • In the Hit frame, which will not be reflected in animation mode, delete the button image and draw a filled rectangle slightly larger than the button.
    • Convert the text "Examples" to a library symbol of type Graphic. To do this, go to the state of the Up button, select the text and press the key ... Let's call the library sample "examples". Thus, we have implemented a symbol of another type - Graphic - into the Button symbol.
    • Let's repeat the above procedure for the Over and Down button states, creating the sample library samples "examples1" and "examples2" of type Graphic.
    • Right click on the primery library sample and select duplicate. Let's save a copy under the name news. This will be the library sample for the future News button.
    • Similarly, we get duplicates of samples "examples", "examples1" and "examples2". Let's call them "news", "news1" and "news2" respectively.
    • Let's edit the content of the received samples, changing the text "examples" to the text "news" of the corresponding colors.
    • Let's enter the editing mode of the library sample news. Let's select the state of the Up button, and in the library there is a sample "examples".
    • Let's take a look at the Properties panel. Press the button Swap (replace) and in the opened dialog box select the sample "news", press OK. In this way, we will change the name "Examples" to the name "News" for the state of the Up button.
    • Repeat this for the other two states of the news library sample button. In this case, replace "examples1" with "news1", and "examples2" with "news2". Such manipulations lead to getting exactly the same buttons, but with a different name.
    • Let's take out from the library an instance of the "News" button to the working field.
    • Similarly, we get the third button - "Contacts".
    • Turn on the Align panel. Select all three buttons and select the desired location for them, for example, on the same level with equal distances from each other.
    • Let's open the Actions panel and attach a script to each button that indicates which web page will be loaded when the mouse is clicked on it. You can also specify in which window the selected page will be loaded, for example, in the current browser window (_self), in a new window (_blank), etc. Let's attach the following script to the first button:
    • on (release) (getURL ("1.html", "_self");)

    • We will bind scripts pointing to the corresponding web pages to the rest of the buttons. In the following Flash menu, web page anchoring is not implemented due to the convenience of page viewing.

    Websites with Flash-content is considered a separate article in the web community, the unlimited possibilities of animation and delightful sketches turn their development into a special kind of art. Flash-based websites can be divided into two groups: 2D and 3D Flash designs.

    This collection includes 50 3D Flash Animation Websites who really stood out against the general background, attracted unprecedented attention and received awards! This is not just another list - these websites will give you tons of ideas, each of them is a masterpiece!

    This site is so incomparable that it is difficult to describe in words! A very beautiful screensaver, followed by gorgeous 3D animation samples on an excellent web page.


    Cool website with beautiful 3D objects and animated fragments. Each page is decorated with its own three-dimensional "highlight".


    A delightful masterpiece! A huge three-dimensional space in which the action of the game takes place through animation. The 3D mixed transitions are excellently done for each page.


    A simple yet very beautiful website with a 3D menu and the same transitions.


    A cute website with gorgeous 3D balloons and amazing animations. He also has something special - in the absence of any action on the part of the user for some time, the human motor runs out of fuel, and he falls from the sky - all this in the form of a curious animated fragment. This site has been voted "Best Site of the Day" by the FWA.


    What's that? And this is Coca Cola! The website has a very original design, consisting of many separate sub-sites, each of which is different from the rest with its design, sketch and animation.


    Nicely built website. Excellent 3D underwater space. The website has been honored with the FWA's "Best Site of the Day" award.


    Very elegant website with three-dimensional graphics and animation. The 3D transitions are awesome too.


    Unmatched 3D menu. This 3D portfolio is an excellent example of a style called "minimalism".


    Well-built 3D website. It not only consists of three-dimensional elements, but as a whole, as it were, forms a three-dimensional space, besides, almost all animated fragments are also three-dimensional. Good job.


    Great 3D website with great volumetric effects. It's just a miracle. The website has been honored with the FWA's "Best Site of the Day" award.


    An interesting Flash-based website with an amazing Flash splash screen and tons of 3D elements.


    Perfectly built beautiful three-dimensional space and animated fragments. Consists of many separate three-dimensional plans, each of which, as it were, reflects the action taking place in its own period of time.


    Lovely cartoon website. A three-dimensional planet in the center of the page that can be rotated using mouse movements.


    Nice website. Everything around is three-dimensional and very responsive to mouse movements.


    A beautiful and simple website with a 3D object in the middle of the page.


    Nicely built website. With excellent 3D animation and inter-page transitions. What's cool is that each page is controlled by mouse movements. The website has been honored with the FWA's "Best Site of the Day" award.


    Web site social network where you can create your own unique three-dimensional portrait. A great idea, perfectly embodied by means of three-dimensional processing.


    Nice 3D photo gallery with perfectly reproduced reflection. Strictly and simply.


    The website is good for the eyes! Turn on your webcam and see how all three-dimensional objects follow your movements. And if you don't have one, then the website will simply react to mouse movements.


    Animated 3D website with mini games and stuff for kids. Very delicate work, wonderful execution!


    Exemplary work! Excellent 3D menu and animated fragments. Even 4 options for the volumetric display of the menu for your choice.


    Definitely a cool website with a stunning 3D rendering. Equally gorgeous 3D reflections and effects, and, to top it off, a mini-game hidden deep in the depths of the website.


    An easy-to-use website with a 3D planet-like navigation menu. A good example of using the Papervision3D library.


    Excellent execution. Fully 3D construction. You move from one page to another as from room to room. High quality 3D animation.


    A very basic website with a very remarkable 3D menu in the form of a library. When you select one of its items, a cool animation is also included.


    Very interesting corporate website with 3D animation. The sketch is also stunning. Great job.


    Curious website with lots of 3D objects that can be rotated.


    Austere and simple website with 3D animation, lovely!


    An excellent 3D website with a cool Flash splash screen, one of the most interesting 3D solutions of which is the ability of the visitor to move independently inside the building.


    A compact website with 3D effects that looks amazing. The website has been honored with the FWA's "Best Site of the Day" award.


    A Flash-based website with a very interesting 3D effect on the menu. Beautiful 3D transitions.


    A clean and simple 3D website. Very well designed. The website has been honored with the FWA's "Best Site of the Day" award.


    Similar to a three-dimensional film library with beautiful three-dimensional transitions. All animated fragments play very smoothly. Great job.


    A simple and austere 3D website.


    An interesting way to apply drawings is to place them in the center of the starry sky! Gorgeous three-dimensional space. It can also serve as a cute little gift for your girlfriend / friend (in the sense, your drawing is on it) - she / he will definitely like it. The website has been honored with the FWA's "Best Site of the Day" award.


    A cute website with a very impressive 3D navigation menu. Just click the "Browse" button on the right side of the page and you will see a three-dimensional navigation menu.

    Depending on the time available, the plot of the film, and your own artistic ability, you can choose one of two ways to bring your characters to life:

    • frame-by-frame animation (Frame-by-frame), when you create each next frame with your own hands (or import from an external source);
    • automatic animation (tweened-animation), when you line up only keyframes, and all intermediate frames Flash forms independently.

    It should be noted that both mechanisms can be used together, and not only within the framework of one film, but also in relation to one object. For example, fragments that are more complex in terms of the plot can be based on stop-motion animation, and fragments with "predictable" plot development can be obtained using automatic.

    Such unification is possible due to the use of a single time axis for each object, represented in the editor window by a time diagram - - Time Line. By combining several objects on one timeline of the "lifeline", you can get a scene in which several "characters" participate.

    The peculiarity of using automatic animation is that it can be used to animate only one object on a given layer. To create a scene in which there are several animated objects, you need to place each of them on a separate layer (for more information on using layers, see the next chapter - "Layers").

    Regardless of which mechanism is used to create individual frames, the essence of animation is to reflect the change in an object over time.

    You can create a movie in which the same ball will lie motionless on the table for an hour. In this case, all frames of the film will be more similar to each other than identical twins, and the viewer will not be able to distinguish your "cartoon" from a static image. On the other hand, you can make some great shots and ... play them back at the same moment in time. The result will be the same - the viewer will not be able to see what is happening on stage. Thus, the basic principle of animation is that each moment of time has its own frame.

    Accordingly, the procedure for creating the simplest animated film during Flash is to prepare images of the object, reflecting its change, and arrange them along the time axis.

    At any Flash-Movie can be added text. Similar to working in ordinary text editors, text can be set to size, font, style, spacing, color, and alignment. You can transform the font like other objects - rotate, scale, skew. At the same time, the ability to edit its symbols is retained.

    A hyperlink can be created based on a piece of text.

    Flash-the movie can contain dynamic text fields as well as user-editable fields. Editable fields in a Flash movie have the same purpose as text fields placed in a form on a Web page: with their help, one or another information can be obtained from the user to be processed on the server or by a client script. Finally, in Flash MX, you can create scrollable multi-line text areas.

    If necessary, the text can be converted into a graphic object, and then it is allowed to work with its symbols as with separate graphic shapes.

    Frame-by-frame animation

    So, to create stop-motion animation, you need to prepare (or at least think over) each frame of the movie in advance. In this case, it is necessary to take into account the following circumstance. The smoothness of the transition from one frame to another and, accordingly, the smoothness and naturalness of the movements of the characters depend on how much the next frame differs from the previous one (and not on the frame rate, as is sometimes believed). In other words, the more frames a "cartoon" contains, the closer the characters' movements are to natural ones. Therefore, creating stop-motion animation is a very painstaking business. It is advisable to use it in cases where objects are modified or interact with each other in any complex way.

    In addition, frame-by-frame animation is used in Flash when describing the behavior of interactive elements of a movie, such as buttons. Each state of the button corresponds to a specific keyframe in the timing diagram. The main difference between describing the behavior of a button and a "normal" animation is that the state of the button depends not on time, but on user actions. For more information on including controls in the movie, see the chapter "Creating interactive movies".

    Creating a sequence of keyframes

    The main tool when creating time-lapse animation is the timing bar. With its help, you can create, delete and move animation frames, change the view modes of individual frames and the entire scene, and perform other operations.

    The elements of the time chart interface were discussed in the section "Organization of the user interface" of the third chapter (see Fig. 3.7). Now it's time to talk about the role each of these elements play in creating a cartoon.

    Comment

    In this chapter, all our attention will be focused only on the right side of the timing diagram, since a separate chapter is devoted to the application of layers. Accordingly, in all the examples considered here, only one layer is used, the parameters of which are set by default and do not change by us.

    So, remembering the timing diagram, we can say that a cartoon created using stop-motion animation is a sequence of key frames, each of which is associated with some image (picture) on the table.

    When playing a cartoon, the animation effect is achieved due to the fact that the pictures on the table replace each other. Each frame-by-frame cartoon is characterized by two main parameters:

    • the number of key frames (Keyframe);
    • frame rate (in Flash it is measured as the number of frames shown in one second - frame per second, fps).

    In general, both of these parameters affect the created visual effect (smoothness or, conversely, discreteness of movements, "transformations", etc.). But still, the leading role here belongs to the first parameter, as well as how much the next keyframe differs from the previous one.

    In the timing diagram, keyframes are represented by gray rectangles with a black dot inside. When the movie is playing, the read head moves from one frame to the next, marking the current frame. To see the image associated with a specific frame, click on the icon for that frame in the timing diagram. In fig. 6.1 shows as an example two key frames (the first and the last) of a small cartoon "about the clock", in which one frame differs from the other by the position of the minute hand. In total, the cartoon contains 6 frames, the frame rate is 2.

    Rice. 6.1. Two frames from the cartoon "about the clock"

    We'll come back to the clock example, but we'll use another example to describe the procedure for creating time-lapse animation. Suppose the "hero" of the movie is a ball that falls and breaks into three parts. We will assume that five frames are enough to reveal such a complex plot:

    1. The ball is in its original position.
    2. The ball fell, but still intact.
    3. The first piece broke off the ball.
    4. A second piece broke off the ball.
    5. On the table lies something that in a previous life was a ball.

    Taking into account the described plot, the sequence of work should be as follows:

    1. Create four images on the table, corresponding to the above frames, as shown in fig. 6.2 (for the first and second frames, the same - whole - ball is used).

    Rice. 6.2. Images corresponding to the frames of the future film

    1. Create a new clean table movie file by clicking the New button on the main toolbar Flash.
    2. In the timing diagram, in the cell of the first frame, right-click and select Insert Keyframe from the context menu.
    3. From the window in which the ball images were created, copy the first image and place it somewhere at the top of the table; in this case, the first frame on the timing diagram will be marked as a key (black point), Fig. 6.3.

    Rice. 6.3. Flash window view after creating the first frame

    1. Right-click in the cell of the second frame and select Insert Keyframe from the context menu; in this case, the frame will be immediately marked as key, since the image from the previous frame is inherited for it; use it: move the ball to the bottom of the table.
    2. Right-click in the cell of the third frame and select the Insert Keyframe command from the context menu again; the new frame will also be marked as a key frame, and the previous image will be saved for it; you can either edit it or just replace it with the one you want.
    3. Create the fourth and fifth frames by choosing Insert Keyframe from the context menu and placing the corresponding image on the table.

    After completing the final step, the window Flash should look something like the one shown in fig. 6.4.

    Rice. 6.4. Flash window view after creating the ending animation frame

    Actually, this is the end of the creation of the first "cartoon". Don't forget to just save it to disk: we will need it when we study other types of animation.

    After completing the work, it is useful to check if everything turned out the way you wanted.

    To play the movie, just press the key (an alternative option is to select the Play command from the Control menu). In this case, the read head of the timing chart panel automatically moves from the current to the last keyframe. You can forcibly select any frame for viewing by clicking in the corresponding cell of the timing diagram with the left mouse button.

    In our example, the images that make up the content of the frames were created in advance, on the table of another film. However, for most simple films, it is more convenient to create a frame image directly on the table of the current movie. This requires:

    1. Create a new keyframe in the timing diagram.
    2. Change the properties of objects located on the table (shape, position, etc.).

    Editing animation

    As a result of testing, it may turn out that the created "cartoon" does not fully correspond to the author's intention, and it is necessary to correct it.

    As with creating a "cartoon", when editing it, it is most convenient to work with the time chart panel, or rather, with context menus this panel.

    Recall that the context menu is associated with a specific object and contains commands that can be applied to this object in the current situation (in this context).

    Each type of frames in the timing diagram has its own context menu. For example, there is a keyframe context menu, a Frame context menu, and a tweened animation frame context menu. If at the initial stages of mastering you will have difficulties in determining the type of frame, then you can use the tooltip. It appears on the screen when you hover the mouse pointer over the frame icon (Fig. 6.5).

    However, it should be borne in mind that all frames that are not related to tweened animation are designated in this case as Static, as shown in Fig. 6.5 on the right.

    Rice. 6.5. Tooltips indicating the frame type

    Flash provides the following features for editing an animated sequence:

    • correction of the content of any keyframe;
    • adding key frames; a new frame is always inserted only after the last frame of the sequence; you can add two types of keyframes:
      • with an inherited image - using the Insert Keyframe command;
      • blank frame (no content) - using the Insert Blank Keyframe command;
    • adding simple (non-key) frames; a new frame can be inserted after any keyframe; in the simplest case, inserting a simple frame allows you to "extend the life" of the preceding keyframe; for example, if in a "cartoon" with a ball add a few simple frames after the second keyframe, then the fallen ball will lie down for a while, and only then will it fall apart; to add a simple frame, right-click on the keyframe after which you want to place a new frame and select the Insert Frame command from the context menu; a simple frame is displayed on the timing diagram with a light rectangle;
    • converting a keyframe to a simple one; performed using the Clear Keyframe command from the context menu; the contents of the "cleared" keyframe and all simple frames prior to the subsequent keyframe are replaced with the contents of the frame preceding the "cleared" keyframe;
    • copying one or more frames; performed using the context menu commands Copy Frames and Paste Frames; insertion can be performed after any keyframe;
    • moving one or more frames; performed using the context menu commands Cut Frames and Paste Frames; insertion can be performed after any keyframe;
    • deleting one or more frames; to remove a frame, right-click on it and select the Remove Frames command from the context menu;
    • changing the sequence of frames to the reverse (reverse); to perform this operation, select a sequence of frames (it must begin and end with a key frame) and select the Reverse Frames command from the context menu. Try, for example, using this operation to "restore" the broken ball from the above example.

    Properties a separate frame can also be changed using the Frame Properties inspector panel. For any "static" frame (that is, a frame that is not part of a tweened animation), this panel contains the same set of elements (Figure 6.6):

    • text field (Frame label), used to enter the name (or label) of the frame; the mechanism of marks, introduced in, allows to implement navigation between the frames of the film, so that the site visitor can return to this or that frame; the actual transition mechanism is implemented as a script in ActionScript; technology - creation ActionScript scripting is covered in Chapter 11;
    • the Tween drop-down list, which contains a list of possible uses for tweened animation; there are three such ways:
      • None - tweened animation is not used;
      • Motion (Motion) - tweened-animation of movement;
      • Shape (Shape) - tweened-animation of the transformation of the object;
    • the Sound drop-down list, which allows you to select and associate a sound symbol with the frame; if no sound is associated with any frame of the movie, then the list contains only one item - None; the use of soundtrack in the film is described in the eleventh chapter; all other elements related to setting sound parameters become available only after assigning a sound symbol to a frame;
    • an unnamed button with a long explanation - Edit the action script for this object, clicked to bring up the ActionScript editor panel.

    Rice. 6.6. Static Frame Properties Inspector

    Controlling Frame View Modes

    In many cases, it is convenient to see the contents of all the keyframes of the animation on the table at the same time. Flash provides several options for such a combination. The choice of the option is made using the buttons located at the bottom edge of the time frame panel (Fig. 6.7):

    • Onion Skin (onion) - enable the mode of simultaneous viewing of several frames; in this case, the active frame (on which the reading head is installed) is displayed in full color, and the rest - more faded (Fig. 6.8 a); by default, three frames are displayed simultaneously: an active one and two adjacent ones; the displayed range is marked on the time chart scale with special markers (see Fig. 8.7); markers are interactive - moving them with the mouse, you can change the boundaries of the range; in this mode, only the active frame is available for editing;

    Rice. 6.7. Animation frame display control buttons

    • Onion Skin Outlines - turn on the mode in which frames adjacent to the active one are represented only by contours (Fig. 6.8 b); in this mode, only the active frame is available for editing;
    • Edit Multiple Frames - enable the mode when all visible frames are available for editing; all frames are displayed in full color (Fig. 6.8 c);
    • Modify Onion Markers - clicking on the button opens a menu that can be used to modify the boundary markers parameters (Figure 6.9):
      • Always Show Markers — Markers are always present on the timeline bar, regardless of whether view control buttons are enabled.
      • Anchor Onion Marks - Boundary markers are locked at their current position; selecting this option prevents the markers from moving when the active frame changes;
      • Onion 2 (Visible 2) - two frames adjacent to the active one (right and left) are displayed on the table;
      • Onion 5 (Visible 5) - five frames are displayed on the table to the right and to the left of the active frame;
      • Onion All - All animation frames are displayed on the table.

    Rice. 6.8. The effect of applying different view modes

    Rice. 6.9. Menu with commands for changing the parameters of boundary markers

    Comment

    Note that when you click on the keyframe icon in the timing bar (and thereby select it), a picture appears on the table corresponding to the selected frame. Moreover, all graphic objects that make up the frame are also displayed as selected.

    Automatic animation of object movement

    Flash can create two types of tweened animations:

    • motion tweening;
    • animation of object transformation (shape tweening).

    Create tweened motion tweens

    Motion tweens can be automatically built for an instance of a symbol, group, or text box.

    When creating a motion tween, you need to set object attributes such as position on the table, size, rotation or tilt for a frame, and then change the values ​​of these attributes in another frame. Flash interpolates the values ​​of variable attributes for intermediate frames, creating the effect of sequential movement or transformation.

    You can create motion tweens using one of two methods:

    • using the frame properties inspector panel;
    • using the Create Motion Tween command.

    To describe both options, we will use the simplest example: suppose you want to "roll" the ball across the table from left to right.

    So, to animate the movement of the ball using the frame property inspector, you need to do the following.

    1. Make sure that the Property inspector panel is present on the screen (its format does not matter in this step). If it is closed, choose Properties from the Window menu of the main window.
    2. Turn on the Oval tool and draw a ball on the left side of the table; Note that the first frame in the timing diagram is now marked as key.
    3. Turn on the Arrow tool, select the ball and group (merge) the path and fill of the ball using the Group command from the Modify menu of the main window Flash; as a result, the ball will be enclosed in a blue highlighting box.
    4. Right-click in the cell of the frame on the timing diagram that you want to make the last frame of the animation (for example, the 10th), and in the context menu, select the Insert Keyframe command; as a result, the gap between the first and last keyframes will be filled with single-color (light gray) cells of simple frames, as shown in Fig. 6.10.
    5. Drag the ball to a new position on the right side of the table.
    6. Left-click in the cell of the first keyframe; this will lead to the simultaneous execution of two actions: the image of the ball will move to its original position and the format of the property inspector panel will change: it will show the parameters of the selected (first) frame.
    7. In the Property inspector, select Motion from the Tween drop-down list; in this case, the panel format will change, and interface elements will appear on it, allowing you to set animation parameters; While they are not of interest to us, the changes that have occurred in the timing diagram are much more important: the first and last keyframes are now connected by an arrow on a lilac background (Fig. 6.11). This indicates that the animation has completed successfully.

    Rice. 6.10. View of the timing chart panel after completing the 4th step

    Rice. 6.11. Timing pane view after animation finishes

    If a dotted line appears on the time chart panel instead of an arrow, then you are mistaken in something. Take a look at the Frame Properties inspector panel: if there is a button with a warning sign (Figure 6.12), then Flash is trying to tell you about it. Click on this button to open a window with explanations of the situation that has occurred.

    Rice. 6.12. View the frame property inspector panels when there is an error

    There are two main reasons for failure: either you are trying to animate objects that are not grouped (in this example, path and fill), or this layer contains more than one grouped object or symbol.

    In many cases, it turns out to be sufficient to remove the extra object in order to Flash performed the animation. If this does not happen, after fixing the error, repeat the procedure for creating the tweened animation again.

    To play the "cartoon" use the same means as for frame-by-frame animation - you can just press the key (It is better to deselect the ball first, although this is not necessary).

    To animate the movement of the ball using the Create Motion Tween command, you need to do the following (we assume that the ball is already present in the first frame).

    1. Right-click in the cell of the first frame and select the Create Motion Tween command from the context menu; the image of the ball will be automatically converted into a graphic symbol named tweenl (a visual indication of the transformation is the appearance of an anchor point in the center of the ball and a selection frame).
    2. Right-click in the cell of the frame that you want to make the last in the animation sequence (for example, the 10th) and select the Insert Frame command from the context menu; as a result, a dotted line will appear between the first and last frames, as shown in Fig. 6.14.
    3. Move the ball to a new position (to the right side of the table); in this case, the last frame of the animation will be automatically converted into a key one (a black point will appear in the cell), and the dotted line will be replaced by a line with an arrow (Fig. 6.15).

    Rice. 6.14. View of the timing chart panel after executing the Insert Frame commands

    Rice. 6.15. Flash window after animation finishes

    This completes the animation creation. If you now look at the Frame Property inspector panel, you will see that Motion is selected in the Tween list.

    Comment

    Note that as a result of creating a tweened motion tween using the Create Motion Tween command, all frames in the timing diagram are designated as tweened, while when using the Property inspector, the last frame remained “just key” (see Figure 6.11) ... Having such a keyframe provides more flexibility when editing your movie later.

    Change tweened motion tween parameters

    After build with using Flash tweened animation, you can adjust one or another of its parameters. The easiest way to edit animation parameters is to use the Frame Properties inspector panel. In this case, the following circumstance should be borne in mind. Despite the fact that all frames of the tweened animation appear as one whole in the timing chart, you can select any of them individually by clicking in the corresponding position in the timing chart. As a result, an image related to this frame will appear on the table, and the parameters of this frame will appear on the property inspector panel.

    Before proceeding to the description of possible ways of editing the "cartoon", it is necessary to make one important remark. All standard object transformation operations that are performed using the tools of the Tools panel (for example, skewing, resizing, converting a circle to an oval, etc.) when creating an automatic animation are not considered in Flash

    So, for a frame included in a tweened animation, the following parameters can be set on the property inspector panel (Fig. 6.16):

    • the ability to scale (decrease or increase) the object; to enable this option for automatic animation, the Scale checkbox must be checked;

    Rice. 6.16. Format the Property inspector bar for a tweened tween frame

    • rate of change; By default, changes are at a constant rate, but you can control it by changing the Easing values: negative values ​​for this parameter (-1 to -100) mean that changes will be gradually accelerated, while positive "values ​​(from 1 to 100), on the contrary, mean a gradual slowdown in changes;
    • the ability to animate the rotation of the object; selection, direction and duration of rotation is done using the Rotate drop-down list and the times text box next to it; the Rotate list contains the following options:
      • None - no rotation animation is used (the option is set by default);
      • Auto - the object rotates in the direction that requires the least amount of movement;
      • CW (Clockwise) - the object rotates clockwise; the number of revolutions is set in the times field;
      • CCW (Counterclockwise) - the object rotates counterclockwise; the number of revolutions is set in the times field;
    • the ability to set a nonlinear (arbitrary) trajectory of the object movement; provided by checking the Orient to Path checkbox; Extra options trajectories are adjusted using the Sync (Synchronization) and Snap check boxes; the procedure for describing the route of movement of an object will be discussed in more detail in the next chapter.

    Let's take a closer look at the procedure for animating the resizing of objects. To do this, let's go back to the ball example. Suppose that, having reached the right edge of the table, it should shrink. The solution to the problem consists in performing the following actions:

    1. Right-click in the cell of the last (10th) frame of the previous animation section and select the Create Motion Tween command from the context menu.
    2. Right-click in the cell of the frame that you want to make the last in the new animation sequence (for example, 20th), and select the Insert Keyrame command from the context menu; as a result, a line with an arrow will appear between the 10th and 20th frames (as shown in Fig. 6.17), and the ball will remain enclosed in a selection box.
    3. Turn on the Free .Transform tool in the Tools panel and reduce the size of the ball (you can also "flatten it;" at the same time).

    Everything. The process is complete. It remains only to test the result by pressing the key .

    Rice. 6.17. Timeline view after creating the second segment of the animated sequence

    Combining frame-by-frame and automatic animation

    Stop motion and auto animation can be used in the same movie or even on the same object. Moreover Flash it makes absolutely no difference in what order they alternate.

    Let us explain the technique of combining frame-by-frame and automatic animation when describing the behavior of one object using the example of the same ball. The plot of the film is quite simple: the ball rolls across the table, then falls and breaks. The first part of this entertaining story will be implemented on the basis of tweened animation, the second --based time-lapse. As a matter of fact, both fragments were already created by us earlier, and now it remains only to combine them into one film.

    So, to get a movie that combines both types of animation, you need:

    1. Describe the movement of the ball across the table using tweened animation (after completing this procedure, the timing diagram window should look like it was shown in Fig. 6.11).
    2. Right-click in the cell of the frame following the last frame of the tweened animation (for this example, in the cell of the 11th frame), and select the Insert Keyrame command from the context menu; in this case, the None item will be automatically selected in the Tween list of the Property inspector (do not use tweened animation).
    3. Move the ball image to the bottom of the table.
    4. Create the rest of the keyframes of the frame-by-frame animation as described in the "Frame-by-frame animation" section; after creating the final frame, the editor window should look something like the one shown in Fig. 6.18.

    Rice. 6.18. Timeline of a movie that combines frame-by-frame and tweened animation

    Comment

    If the movie is formed on the basis of movies created earlier, you can simply copy the necessary frames into the new movie using the commands Sora and Paste. At the same time, the content of the frames will be transferred to the new film. If the copied frames use symbols, they will be added to the library of the new movie.

    Finally, here's another small example that illustrates the features of using tweened motion tweens for text blocks. In this example, there is no movement as such - it just uses a mirror image of the text obtained with the Free Transformation tool as the final frame of the animation. And this is what the intermediate frames created by Flash(fig. 6.19).

    Rice. 6.19. Example of tweened motion tweens for text boxes

    Automatic animation of object transformation

    Using transformation animation, you can create the effect of smooth "flow" of an object from one shape to another. Moreover, the resulting form may have absolutely nothing to do with the original. For example, in the online help system Flash an example of "transformation" is given (fig. 6.20).

    Rice. 6.20. An example of transforming an object

    Once again, we will repeat that animating standard object modification operations that are performed using the tools of the Tools panel (tilting, resizing, etc.) are not considered in Flash as transformation operations and can be added as "accompanying" changes when creating an animation of an object's motion.

    Advice

    Generally the best visual effect Flash provides in the event that no more than one object is being transformed at the same time. If you need the simultaneous transformation of several objects, then all of them must be located in one layer.

    Flash cannot automatically animate transformations of symbols, grouped objects, text boxes, and bitmaps. To make objects of these types available for automatic transformation, you need to apply the procedure of splitting (Break Apart) to them.

    Creating a tweened transformation animation

    If you choose to include tweened transformation animation in your movie, keep the following in mind. Default Flash tries to make the transition from one form to another "the shortest way." Therefore, intermediate frames can be quite unexpected for you. As an illustration to what has been said below, there is a figure (Fig. 6.21), which shows an intermediate frame of transformation of the "clock" you are already familiar with. Here, with the help of tweened animation, the minute hand is trying to "crawl" from 12 to 6 on the "short road".

    Unlike motion tweens, there is only one way to create tweened transform tweens - using the frame's Property inspector panel.

    To explain the technology for creating such an animation, let's return to the example with the "clock": suppose you want to move the minute hand from "12" to "6".

    When solving this problem, you need to perform the following steps.

    1. Make sure the Property inspector panel is present on the screen. If it is closed, choose Properties from the Window menu of the main window.

    Rice. 6.21. An example of a tweened tweened animation transform

    1. Turn on the Oval tool and draw with it all the elements of the "clock" shown in fig. 6.21, left.
    2. Turn on the Arrow tool and select the image you want to transform.
    3. Right-click in the cell of the frame that you want to make the last in the animation (for example, the 10th), and select the Insert Keyframe command from the context menu; as a result, between the first and last frames on the timing diagram, a sequence of simple frames of gray color will appear, as shown in Fig. 6.22, above.
    4. Replace the original image on the table with the one into which it should be transformed; in this example, it is enough to use the Free Transform tool to rotate the minute hand and move it to a new position.
    5. Right-click in the cell of the first frame of the animation; this has two consequences: the original image appears on the table and the format of the Property inspector panel changes.
    6. Select Shape from the Tween drop-down list; as a result, the first and last frames of the animation on the timing diagram will be connected by an arrow on a light green background (Fig. 6.22, below); this indicates that the animation has completed successfully.

    Rice. 6.22. Timing diagram view when animating object transformation

    Selecting Shape from the Tween list changes the format of the Property inspector panel. With its help, the following additional parameters of the object transformation animation can be set (Fig. 6.23):

    • rate of change; By default, changes proceed at a constant rate, but you can control it by changing the Ease parameter values: negative values ​​of this parameter (from -1 to -100) mean that the changes will be gradually accelerated, while positive values ​​(from 1 to 100 ), on the contrary, mean a gradual slowdown of changes;
    • way of transformation; it is determined by the value selected in the Blend list:
      • Distributive - Flash creates an animation in which intermediate shapes are smoother;
      • Angular - Flash creates an animation that maintains obvious angles and straight lines in intermediate shapes.

    Rice. 6.23. Object transformation animation options

    Comment

    Please note that no object transformation is required to create animation (moreover - it is forbidden) group the path and fill, as well as other elements of the image to be transformed. It is enough to simply select all these elements using the Arrow tool.

    Applying shape anchor points

    To manage more complex shape changes, so-called shape hints are used, which determine how the original shape will be wrapped into the shape. new form... In other words, anchor points are used to identify those points of the original shape, the relative position of which must be preserved. The most typical example of the use of anchor points is the animation of facial expressions, in which some of its parts (eyes, in particular) should not participate in the transformation. In fig. 8.24 shows two variants of transformation - without placement and with placement of nodal points. In the second variant, the eyes are not transformed.

    Rice. 6.24. An example of transformation without placement and with placement of anchor points

    Anchor points are indicated in the image by small circles with letters. Letters (a through z) are used as names (identifiers) of anchor points. Each anchor point on the source image must correspond to a point with the same name on the resulting image. In total, no more than 26 anchor points can be used for one figure (according to the number of letters of the alphabet). Anchor points on the original image are colored yellow, on the resulting image - green.

    To place nodal points, you need to do the following:

    1. Left-click in the frame cell corresponding to the original image.
    2. In the Modify menu, select the Shape cascade menu, and in it - the Add Shape Hint command; As a result, a "blank" of the first anchor point will appear on the image - a red circle with the letter a.
    3. Move it with the mouse to the point of the image that you want to mark as anchor.
    4. Left-click in a cell of the frame corresponding to the resulting image; there will be a red circle on the table with the same letter as in the original frame.
    5. Move the circle to the point of the image, which should correspond to the one marked in the original frame; after moving the circle will change color to green.
    6. Go back to the first frame of the animated sequence and make sure that the anchor point color changes to yellow.
    7. If you need to continue placing anchor points, repeat the described procedure for each of them.

    Remarks

      1. Arrangement of anchor points is possible only after creating a tweened transformation animation.
      2. Anchor points should be placed using the Arrow tool with the Snap to Objects modifier enabled.

    Advice

    If you use several anchor points during transformation, then arrange them clockwise, starting from the upper left corner of the image. This is because Flash processes the anchor points alphabetically.

    After placing the nodal points, it is advisable to conduct a test run of the film and, if necessary, correct the placement of points. To change the position of the anchor point, simply drag it to a new location (this can be done both on the first and on the last frame of the sequence). In addition, you can always delete unnecessary points or add new ones. After you are satisfied with the result, you can hide (hide) the anchor points. The above operations are most conveniently performed using the context menu. To open it, right-click on one of the anchor points. The menu contains four commands (Fig. 6.25), of which the first three are available only for the anchor points of the original image:

    • Add Hint - when the command is executed, a blank of a new anchor point appears on the table;
    • Remove Hint - the anchor point that you right-clicked to open the menu will be removed;
    • Remove All Hints - remove all anchor points;
    • Show Hints - this mode is used by default (there is a marker next to the command name); its repeated selection leads to the fact that the anchor points will become invisible; this option should be used only after the desired result has been achieved, since to return to the mode of displaying anchor points, you will have to select the Add Shape Hint command from the Modify menu. the required amount.

    Rice. 6.25. Anchor point context menu