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by: Capn G |
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My third and final tutorial. Since I still seem to be catching flak from the so-called FLASH veterans out there, this tutorial is more for their level. This time I'm going to be covering animation timing, colour theory and a final word on button making. I've recieved requests to produce a game making tutorial. I'm afraid that's a little beyond my current level. You're better off heading over to www.flashkit.com and skimming through their stuff (I do, quite often!). But if you do, please don't just swipe the code and post it on NG, claiming it as your own work (that really pisses me off....) |
A little background first. I'm 26 years old and I've spent three years studying visual arts and two studying classical animation, under some of the best instructors in North America... I know of what I speak. However, I'm also very bitter as regards the exceptional co$t of those years and that education. So in order to vent my frustration, I've decided to share some of the finer points of that instruction with you, the NG viewer (ain't you lucky?) thus justifying the expenditure and simultaniously preventing thousands of dollars from going into an educational system that would squander it anyway and doesn't deserve it. Like I said, I'm bitter.... |
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And so, on with the tutorial! I'm going to start with the most important aspect of animation (after the movement part) which is; timing. As you know, all animation is broken down into segments called "keyframes", or "keys". Keys represent the extreme ends of any action. Frames inbetween the keys are called (oddly enough) "inbetweens" or just "tweens". The number and spacing of the keys and the inbetweens is what creates the timing of the animation (also called the "pace"). In just about every case, this timing translates into an arc. The two most obvious examples are the "bouncing ball" and the "pendulum". |
The difference between the two is their key placement. For the ball, there are more keys in the middle, where the ball has "hang time". For the pedulum, the keys are bunched near the ends, as that's the point where it loses it's momentum. A visual breakdown is shown on the next page. This is the single most important concept in animation, once you grasp it, you can pretty much do anything with it. It should be noted that the faster the sequence is, the more extreme the keys should be. Anime is particularily adept at making good use of as few keys as possible to get the point across, and what's more, it looks really slick! |
Now you could put in ten zillion frames....or you could let FLASH do the work for you! By using the "easing" option in the tweens menu, you can have FLASH create a curve which accurately simulates key placement. |
Here's an example of how effective a little easing can be. On the left, the arm movement without easing, on the right, with easing. The difference is subtle, but noteworthy, I'm sure you'll agree. To use the easing option, right-click in the blue space of your motion tween. The number is a percentage from -100 to 100. Play around until you get the degree of ease you need. |
The other single most important aspect of animation is deformation, or as it's known in the biz, "Stretch and Squash". In real life stuff blurs when it moves quickly, and while it's possible to accurately simulate blurring, you're still probably going to want to know this. When an object collides with something, it tends to redistribute it's mass. That's the "Squash" part. When it recoils from this in real-life, it returns to it's original shape, but in animation, you'll want to exaggerate this into a "Stretch". This'll give your animation that really loose, Bugs Bunny feel. The most important thing is to make sure the object retains it's mass as much as possible. To see the difference, let's check in with the old bouncing ball again... |
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That's about all I can think of to put in the animation section, but it should be plenty. Now on to colour.... Now, alot of people think colour is relatively unimportant but I feel it's worth going over because it'll help you establish the tone of movie. All colours can be split into three classes; warm, cool and neutral. Basically, a "warm" colour is any colour that contains red, a "cool" contains blue and a "neutral" contains neither or a balance of both. This means that generally, red, orange and yellow are classed as "warm" and green, blue and purple are "cool". Of course, it is possible to have a "warm" blue by simply upping the red value, but do it too much and (obviously) you'll turn it to purple... |
Right now you're probably thinking "So what?", well, understanding warm and cool helps you pick the way you shade (and highlight) your art. There are two schools of thought on this: Western and Eastern. In western animation, all elements have warm highlights and cool shadows. In anime, characters have cool highlights and warm shadows, whilst backgrounds are the opposite. Here's the same character with both styles for comparison. |
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As you can see, the difference is pretty pronounced. I'm not trying to prove one is superior to the other, I'm just trying to show the possibilities of variation. Ultimately, style, theme and personal taste will dictate how you colour the elements in your movies. I should take a moment to talk about gradients. FLASH's gradient mixing tools rock, they're better Photoshop's, in my opinion. But you don't want to go overboard with them. Gradients=slow playback. Try to stick with solid shading as much as possible. |
The last thing I want to mention is button making. I'm continually amazed by the number of people who can't seem to make a simple text-based button. I often wonder why no one else seems to have thought of this, but here's what I always do. First, make your word. Now press "F8" and make it a button. Now edit the button as follows; insert keyframes into the "over" and "down" positions. Change these to different colours if you like. Insert a blank frame into the "hit" frame. Now, make a new layer and switch it to the bottom. Lock off the top layer (for saftey's sake) and draw a box around your word. Now, open the swatches and make a new colour with an ALPHA value of zero. Fill your box with this colour. |
Here's one of the buttons I made for this project. For these I also made another layer under the first with a copy of the first frame, and re-coloured the text black to make a shadow. And so we reach the end. I hope you've enjoyed these tutorials. If you haven't...well, screw ya! |
The box, drawn and then.......filled with the zero alpha |
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ActionScript [AS1/AS2]
Frame 1ifFrameLoaded (15) { gotoAndPlay (3); }Frame 2gotoAndPlay (1);Frame 3stop();Frame 4stop();Frame 5stop();Frame 6stop();Frame 7stop();Frame 8stop();Frame 9stop();Frame 10stop();Frame 11stop();Frame 12stop();Frame 13stop();Frame 14stop();Frame 15stop();Frame 16stop();Frame 17stop();Frame 18stop();Symbol 11 Buttonon (release) { nextFrame(); }Symbol 19 Buttonon (release) { prevFrame(); }Symbol 23 Buttonon (release) { stopAllSounds(); }Symbol 63 Buttonon (release) { stopAllSounds(); gotoAndPlay (1); }
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