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Animation & Effects Tut.swf

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Flash #53985

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Flashbound18

Ejit

Custom Tank

(FlashABUSE Mod)

In the best interest of
newgrounds

Menu

Other Effects

All Effects

There are many effects achievable in Flash, here are some
of my personal favourites.

F

a

l

i

n

g

T

e

x

t

Right, so first off falling text. The longer sentence/word you
choose the longer it will take, so choose something relatively
short at first. So, choose your text.

Falling Text

Now, make that text a movie clip(F8), and once inside the movie
clip break the text apart once (ctrl+B), and once again hit
modify>timeline>distribute to layers. Each letter now has it's own
layer. Now add a new keyframe how many frames on on every
layer. On this frame move all the letters down about 100 pixels,
give the letters on the first frame an alpha value of 0%,  and
create motion tweens between the two keyframes..

Yay, now it gets a little more complicated, let the first,
however many tween, I used 5, frame tween go from 1 to 5,
while the second layers tween would go from 5 to 10, and the
third layers going from 10 to 15. And so on.

Nearly done, but if you test the movie you'll notice the letters
dissapear when they finish tweening, add frames on every
layer right up to the end of the last tween.

BitMap tracing

Bitmap tracing isn't really an effect, but it can be a valuable
thing to learn, that a lot of newbs aren't aware of.
You will need an image, just copy and paste one from
Google images, or something.

Here is an impressive sky, incase
you can't be bothered to draw a BG.

Now, with the bitmap selected, hit modify>bitmap>trace
bitmap. The smaller values you enter into the window that
comes up, the more accurate your tracing of the image will
be. I used ten.
BE WARNED: Accurate bitmap tracing may cause Flash to
crash under stress.

Now you can now use this image and put some viewers
under the impression that you drew it. It also now has
selectable regions for editing.

Basic alpha effects

There are two alpha effects I regularly use in making buttons
and layouts look proffesional.
Alpha determines the transpiracy of a fill, you may know it as
'opacity'.

The first of these two, is to simply put a see through fill of
white on a layer above an object, this is used a lot by
companies in their ads and software. It gives the impression
of a smooth, futuristic surface.
Simply, add a layer above the object you want to give this
impresion, and use the rectangle tool with a fill of white with
about 30% alpha, and make it cover about half of the object.

This is an example:

The second is similar, but you use a gradient white 100%
alpha to white 0% alpha. It is less obvious, and harder to do,
but can look better, especially on circles.

Here is an example of this:

Other effects

End. Thanks for reading.

Backgrounds

Backgrounds

We are going to learn how to make a simple scenic background
useful for flash animations.

First, get a skye gradient, I suggest a light blue to medium blue.

Now we need the sun(if it is going to be in this image).

So draw a white circle, and give it a blur, using filters, and then
an orange glow.

Now draw a simple outline for mountains or other background
content.

Add outlines for where there will be shading with the pencil tool.

Add a simple guideline for the grass or other foreground material.

Go over the guideline with the paintbrush tool, giving vertical
strokes as you go. Then add shading once again with the pencil
tool.

Put something in the middle ground, to take up space. I chose to
use a lake.

Now, we add the light effects from the sun, draw an almost
trangular shape, like so, fill it with white with a low alpha value,
and blur it.

Place it coming from the sun, transform it, and you are done!

BIOS

Flashbound18

Message from flashbound:
"I need to get out more... no really. but in my absence you
should probly be able to learn what I gradually learned
from sitting around a lot, an in better time so that flash
doesnt have to become your life in order to be any good at
it. I really enjoyed making this turial with ejit."

<p align="left"><font face="Arial" size="14" color="#5697b1" letterSpacing="0.000000" kerning="0">In this tutorial flashbound18 created most of the graphic tutorials, he&apos;s <sbr />extremely good at animation and is hosting the &quot;<a href="http://www.newgrounds.com/bbs/topic.php?id=650417">Newgrounds world collab</a>&quot;.</font></p>

Next and Previous to navigate
profiles

Ejit

Message from Ejit:
"Hi, I did very little in this tutorial in comparison to
flashbound, but enjoy it, and I hope you learn something.
I was very pleased to work with someone as good as
flashbound, and I had fun, and stressful times putting this
together."

Created layout, menu and a few of the tutorials.

FBF Menu

Run Cycle

Walk Cycle

Special Effects

Basics

Frame by Frame(FBF)

Ejit's foreword

Flashbound18's foreword

Frame by frame animation is hard to get right, and can be time consuming, however if
done well can look amazing.
It takes a lot of work to animate frame by frame at a good framerate to maintain decent
graphics, motion tweening is used more commonly for characters as it is easier and
quicker. Motion tweening is heavily criticised by some, as it does not achieve the
smoothness fbf does..

...but with the right flash tecnique you can master it, thus thouroghly
enhancing your animations. This tutorial will teach you the basics of fbf
and give you the tips for success using this style of FLAing, but given
these new skills in flash we encourage you to come up with your own style
and develop it with this tutorial, not just copy ours

Advanced FBF

now that youve learned the basics of fbf,
(and possibly how to animate a fly :D)

Its time to move on to  more advanced tecniques
which can enhance the apearance of your flashes.

Run/walk cycles

fbf styled run and walk cycles are helpful because
they can be coppied and pasted into graphic or
MovieClip symbols to be used over and over again,
instead of having to reanimate the cycle every time
you want it to occur.

A simple cycle of a detailless man running

"Before" work

Before you just jump right into creating ANY chaacters walk cycles,
or animating them, its good to draw out the character instead of
making it up as you go on(though, thats what I do cause Im too lazy)

for example, sketch your character out on a peice of
paper, or draw him right  inside of your flash movie

A sketch

In flash

First Step

If you plan on using this knolage for a stick
figure movie, you'll only have to read the next
few pages!

To begin our Fbf walking cycle well start with animating a
guideline which will ultimately make creating the cycle
easier.

Draw a red line; this will represent the ground
for now and will act as a guide for your stick
guides. you dont want your cycle to go up and
down, it should be smooth.

now make a new layer above or below the
red line called "stick guide" and draw the
below stickfigure:

now  create a blank keyframe on the stick
guide layer and draw this stickfigure:

make sure onion skinning is
on so you can see the last
frame you drew, and try to
draw the stick figures head in
the same place the last one
was for aditional alignment

repeat the process and draw this stick
figure:

now delete the red line and hit
control>test movie to watch the
symple  cycle you've created

Its kind of a confident power
walk; for a more casual walk
cycle add blank keyframes
between the frames you have
and using onion skinning,
create an additional stick
figure pose that is imbetween
the frame ahead and behind
the new blank keyframe

Step2

create a new layer above the stick guide
layer and call it "mass guide"

in this step we will give your character
muscle and mass, weight if you will...

on the first blank keyframe of the
mass guide layer, you will draw the
more effective guide using the stick
guide to ultimately finish your
cycle.

you first must decide if your character is
very strong or "beefy," or very slim and
possibly "whimpy"

beefy mass guide

whimpy mass guide

once youve made up your mind, on the
first blank keyframe of the mass guide
layer (which should be above the stick
guide layer) apply the mass guide using
the stick guide as... well, a guide

I will use the beefy mass
guide style, but you may
use the whimpy style or
anywhere imbetween

for this new layer, use a light
green color instead of the
purple so the two guides may
be destinguished(#00FF00)

draw this pose on the
first blank keyframe

create a blank keyframe by
pressing F7 and draw the
guide for the current stick
guide pose here.

make sure you keep track of
which leg and which arm are
swinging forward and back

arm nearest and leg nearest are swinging back as
arm and leg furthest away are swinging forward

now the leg and arm nearest are swinging forward and
the leg and arm furthest away are swinging back

now you can delete your stick
guide layer and test your movie,
resulting with your near finished
walk cycle.

The final step

we will now make the walk
cycle we've created a walk
cycle performed by your
character.

before we do anything though, copy all of your mass
guide frames and paste them into a movie clip called
"walk cycle sprite" so that if you have additional
characters you'd like to make walk cyles for you can go
into this mc and copy the frames to use again.

1

2

3

?

this step is very similar to the other ones;
and involves the same general process

create a new layer on top of the
"mass guide" layer and call it
"solid"

continue the same process as before
except with poses of your actual character,
on the new "solid" layer, using the guides
we created to make it easier

dont forget onion
skinning!

now delete the mass guide
layer and color in your
character in each frame

wah lah! a completed walking
cycle of your character

An FbF Run

ok, youve animated a fly and
youve made a guy walk
confidently almost like he was
dancing, the last next thing to
learn in fbf is to make that
walking guy run!!
(I will however be using a
different character than in the
walking section)

as we did last time, begin by drawing the first
frame of the sequence like the one below on
a layer called "stick guide

now on the next frame:

next frame:

last frame, and...

bang! a cartoony,
jumping run that
looks great and is
real simple

the runner is moving rather fast so It is important to keep track of
which leg and arm is nearest and which furthest away, so we can
aswell keep track of which is swinging back and which is swinging
forward. also, we wont need a mass guide, because thinner legs
and arms here will emphasise speed and agility.

make a new layer called solid above the stick
guide layer as before and draw your version of
the image below on the first frame dependant
on what your character looks like

next frame:

and so on...

last frame and....

Bang, all thats left to do is color in your
character on every frame.

there you have it, an awesome little
run cycle to suit your animation
needs

Explosives

fbf explosions are the most
styled and unique element
of the fbf tecnique

smoke

first off...

make a source to the explosion. If
you just need it for a stick figure
being kicked through a wall than
skip this step

draw a little explosive so your
explosion  has explanation to it

greanade

missile

we will now animate the explosion.
make 4 layers, leave them be named
as layer 1, 2 excetra.

on layer 1, use a medium grey
color and draw a foundation for
the explosion; several clumped
bubbles of smoke

In a way, begin in the
next frame using onion
skinning to sort od tear
the smoke apart, only
slightly, and have it
drifting upward

in this frame make the
bubbles spread out more
but also get slightly
smaller and break into
little bubbles

continue disolving the
bubbles and breaking
them apart, all at once
gradual floating upward

continued... the bubbles
that began largest
should naturaly fade
away last

all of the bubbles should
deteriorate at a pace
based on their size, the
bubbles are shrinking
now, and getting higher

next frame...

next

have the bubbles at this
point get very small
before the dissapear

they have faded with
only a few bubbles left...

all bubbles are gone
save for a tiny spec...

the result ->

insert a blank keyframe to end the
smoke part of the explosion.
make sure the smoke is on the
first layer of the four you made. if
it isnt, move the frames there

on layer 2 get a very pale
yellow color and along the
outer edgest of the primary
smoke bubble draw arches
of energy like below:

like with the bubbles, break
apart the arches and spread
them out dissolving as
frames progress.

next frame:

last:

the arches end
before the smoke
does, a blank
keyframe goes
here

next we'll add the firey
element of the explosion.

begin be making strands of
oarange burst out of the
center of the explosion
do this on the third layer

now continue with the
spread and disolve
tecnique...

the fire ends before the
smoke too.

there you have it, an atractive
explosion to make stuff blow
up. now we'll use your
explosive to create a little
animation.

first take all your frames
for the explosion, cut
them, and paste them
into a Movie clip called
explosion.

now drag your explosive into the
first frame on the edge of the
stage, and create a motion tween
of it running into the other side of
the stage.

you should have created
something like this

following emediately after the
tween create a blank keyframe
and replace your explosive with
the explosion.

for an added touch, above the layers of
the explosion in the explosion movie clip
create a circular radial gradiant with out
an out line and an alpha valu 0 edge to
get a flash on the explosion

End.

All effects

Animation effects

Animation Effects

energy

first, draw an object which you
wish to be augmented with an
energy effect (someones hand
could hold an orb of light, a
sword could glow)

objects and energy

now, on the layer above the
object, draw the shape of the
enregy surrounding the object.

If you want, you can over a
series of frames create an
animation of the energy if you
want it to look more alive.

now, make your energy a movie
clip, call it whatever you want. in
the properties inspector panel
click on the filters tab and than
the blue + icon, an select the
blur option. blur the energy to
the extent you wish

with the energy Movie clip still
selected, click on the + icon
again and give it a glow filter.
change the color of the filter to
what ever you wish, and
experiment with the other
settings.

for an added touch, give your
object 1 or 2 glow filters aswell

characters and energy

characters with magical or phsycic
powers, or with energised weapons
can have filters encorparated with
drawn energy to create the desired
effect, in the same way we did during
the last few pages.

speed

a fast animation from a halo callab I am part of

create the character or
object which you wish to
make apear to be
traveling very fast

on the first frame of the animation of
"speed' place your (thing) where it will
begin.

move the object in the direction it will descend a
distance about its own width in the next frame,
and apply a blur filter with a large X blur value
and a 0 Y blur value

In the following frame move the object even
more over, and if it was to equip an object or
change during its descent, apply that change
now. blur all of the entire object and its change
with 100 X blur and 3 Y blur

move the object forward to its stopping point and
delete the filter for the frame, creating an
animation of the object soaring foward than
stoping abruptly. this animation looks better at 24
fps rather than .fla default 12.

End.

Character Animation Menu

Frame by Frame

Motion Animation

Bodily Motion

Building

Character animation is a very important concept. You need to now
how to build your character so that he is easy to animate with. The
basic aim of building our character, is to have each body part as a
seperate movie clip, so that you can animate them using motion
tweens.

Okay, so first we'll need to draw a rough plan of our character.

Okay, so just draw the kind of outline of your character, it's not
important, you just want to know what your character is going to
look like before you make him.

Now select the spots where there will be less or more light. I
suggest using the pencil tool.

Draw actual character, and choose appropriate paint for him/her.

We want to draw the actual character, but as you go make each
body part that will move a seperate movie clip. For example:

=

- Character when selected

Now add some final touches of your choice, and you have your
character, ready to animate with.

motion animation

Now that you have built a character in this way, it is time to learn
how to animate it, with a simple method using motion tweens.

Select all your seperate body part movie clips, and press F8 to
bundle them all into one movie clip.

Double click to enter that movie clip and select all body parts, and
hit modify>timeline>distribute to layers.
Now each movable body part has it's own frame, this makes
animation very simple.

Now, add a new keyframe about 10 frames after the first on every layer.
staying on frame 10, edit the body parts depending on what they are
doing. Then go back to first frames, and make a motion tween. This will
work with most animated movements.

YAY

We've pretty much covered the basic animation now, for the more
advanced animation you will need biews of your character from different
angles.

flash

sketch

Character Animation

phase 1: drawing your
characters

planning

draw all the veiws of your character you will be using in the animation, roughly or
neatly, next to eachother so that if you sequenced them in flash they would look
something like this:

Important thing to learn

1.

draw a sympol object like a ball
with the paint brush tool

2.

color the ball
in

3.

now, in the tool bar, with the paintbrush tool selected
look in the options section for a blue circle with a red
line through it.

click on the blue circle with the red line through it and
scrol down to "paint selection"

get the eyedropper tool and salvage the green color we
used to color in the circle with.

in the color mixer panel lower the arrow on the green
gradient bar to a darker green

get the black arrow tool and select the green inside of
the circle

(selected)

now get the paint brush again and paint inside the
greenwith the darker green on one edge of the circle

get the black mouse tool and click anywhere other than the green to unselect
it. the result is a fancy little shadow on a simple drawing of a ball. this
tecnique was used throughout this tutorial for coloring in examples

End.

ActionScript [AS1/AS2]

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Instance Names

"dropdown"Frame 2Symbol 74 MovieClip
"bar"Symbol 69 MovieClip Frame 1Symbol 38 MovieClip
"cape"Symbol 599 MovieClip Frame 1Symbol 595 MovieClip
"cape"Symbol 610 MovieClip Frame 1Symbol 595 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.

Labels

"loaded"Symbol 69 MovieClip Frame 3




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Created: 22/4 -2019 02:20:15 Last modified: 22/4 -2019 02:20:15 Server time: 29/04 -2024 21:43:41