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This is the info page for Flash #73188 |
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SBP Walking Cycle Tutorial |
Basic Cycles |
Basic Cycles |
Learn a basic walk cycle |
Let's do this! |
Advanced Cycles |
Advanced Cycles |
Learn about realistic movements |
Moving on! |
Cheat Cycles |
Cheat Cycles |
Learn about 3 and 4 frame cycles |
Lazy way out |
Arm Motions |
Arm Motions |
Learn about how arm motions can shape a character |
The last part, finally! |
Miscellaneous |
Miscellaneous |
Credits/Thank Yous/Other Stuff |
This is the end of the tutorial :( |
1. 2. 3. 4. 5. |
Sound |
Sound |
Menu |
Menu |
Intro |
Hi there, Welcome to the StillBeating walking cycle tutorial! (mouth-full isnt it?) Here you will learn a basic walk cycle - from the side view, and some tips along the way - im also going to add some stuff on arm movements too - as they can be difficult to 'get'. Before we get started, heres how to 'get around' in this tutorial; Click the tabs above this white palette thing to go onto a page. Also if you see a blue and you dont understand something roll onto it with the cursor to display some aditional info on the page, when you're done simply move the cursor off it - if something has a purple border, it simply means it goes in a new frame. This cycle is run at 24fps - i find it best to animate at this frame rate. now, Lets get a move on, shall we? |
WHY!? |
The tabs make it easier for you to navigate without pressing 'back' or 'forward' buttons a whole bunch the why saves space and seperates the info so i can be more specific |
hi there, welcome to the tutorial! heres the explanation as to why there are the blue 'why' buttons and the tabs for navigation! |
Getting Started |
apparently many animators dont like making walking cycles, though you CAN learn a lot about a character through them - more on that later... Lets get started with the drawing... 'Drawing' a walking cycle can be difficult, but we're going to try to make it a lot simpler. In a walking cycle, there are 3 main frames on each step; The Starting/Finishing positions and the passing position... Here's an example of a cycle broken down.. |
Starting |
Finishing |
Passing position |
Breaking down |
Why are they stick figure legs? you may be asking - they're not much help! well, you're wrong, as i said, we have to break it down so its easier. if you draw the legs as sticks - its easier to fix/edit AND you can build on it |
First, draw a circle then (in a new layer) put a line through the centre of it. in a new layer, draw another line quite far under the first, and finally, draw in the legs (each in a new layer) |
The circle will serve as the hips and makes it a lot easier than building a cycle with no 'hips' and having the top of the leg winding up in weird places. The line through the centre serves as a reference - ball and socket joint kids - the leg is in a socket, it dosent come out .... unless you've had a terrible injury or something. The lower line shows us wher the foot hits - when you step your foot does hit the floor after all, its a useful reference |
Starting The walk |
Theres no time like the present! I assume you've drawn what i taught you on the previous page, with the legs at the 'starting' position. Now lets draw in the 2 other 'main' positions. (the passing position and the finishing position) - i kept the guidelines in as a reference |
Okay, so it isnt much of a cycle yet - but we're building on it! |
Adding frames |
okay, so lets go ahead and add some more frames into that cycle! make SUre to keep each body-part in a different layer |
New |
New |
hold for 2 frames |
Lookin' Good! - But hold up, thats only half the cycle! Yeah, the cycle has a lot of frames but it looks WAY better this way |
ultimately its much easier to edit and animate. holding a step for 2 frames makes it look believeable, we dont walk with the exact timiing for each step we Do shift our weight, and react to it. |
Finishing frames |
Guess what. ..lets add some more frames, and finish this walk! |
these next steps follow the previous - but we arent done yet! (tricked you) now we gotta talk about HOW you walk and edit some stuff too! |
Building it up |
You should now have something simmilar to this. again, i kept the ground and mid-line so you could see how effective they are |
now Lets build the character. just like i said, thats what we do here. We'll start with the feet as they can be tricky - you're best off drawing 2 feet, one flat, and one slightly raised at the front. |
Flat |
Bent |
Theres no real trick to this, just add the bent foot when you see the moving leg touching the floor |
When we step, we quite obviously go up on our toes (on one foot - in mid-step) as the other heel comes down 2 foot drawings work fine as our foot dosent 'bend' much, just remember - your ankle moves, not your foot, it just follows. |
Finsishing off |
now we should have something like this; remember, our foot cant go through the ground - as much as you like to think it, you're not chuck norris |
So, here we are, our walks just about done, and i've run out of tab-space, on this secene anyway |
now, we might want to give our little character some pants - if you want to be specific about how the pants 'flap' with movements, remember; the leg goes forward first, the material follows, it should be pulled back until the leg comes forward quickly or stops, in which case it would flop down. |
this is just basic, but you can 'expand' on how the pants move ofcourse you'd replace this circle with the pelvis of your character |
***End Of Basic Cycle Tutorial*** |
Here we get more 'technical' about walks. Okay, so the walk isnt that realistic as we dont stay the same height as we walk, but its easy to get around by animating your character's torso in a back-and-fourth kind of motion... Here, we're going to get a little more realistic about the way our character moves. luckily our little line technique will work fne here - but i'll show you a thing or two to improve on that method. A lot of this May seem like a repeat of the basic cycle, but sometimes you have to move backwards to move forwards... or something like that. Anyway, on with the walk! |
Hey, remember this? as i said before these are the main positions, therefore, they are the best to start (and finish) with. As you can see, the hips here move down a bit. |
In the last section of this tutorial, the hips stayed at the same point as the legs moved. while this can work, its not the best method. walk around for a minute. see how you seem to 'bob' up and down? well, in the last section we cleverly stretched the legs. but in reality our legs cant magically grow while we walk. we go down as our legs go apart and we go up as our legs pass eachother the blue line shows us how high the hip is for the character at the 3 main points in a cycle. |
Ups N' Downs |
if you draw another line over the top of your starting/finishing positions its easier to get the heights right. |
Here it is again, this old method. well, as we know; we put each part in a new layer so its easier to move, the top line shows where the legs come from and the bottom shows is where the feet will hit. |
But hey, lets mix it up a little. the top green line is through the middle of the pelvis (or whatever you want to call it) - thats a good start. when we move the body down as the legs stretch further apart we can keep the green line in the same position, because with flash we can grab all the parts at once to move up and down. it saves re-drawing the lines later |
lines again |
Time to add some more frames! |
See how as the legs straighten the character gets higher? |
Bulding Up |
...And a few more frames, and there you go! |
We've already gone over shoes, so you should know about the 2 drawings you'd need. |
Last Frames |
you should now have yourself a pretty sweet looking cycle - good job. If you adjust how high the character steps and the frames you make longer, it can have a huge effect on the character |
***End Of Advanced Cycle Tutorial*** |
bASIC CYCLE |
aDVANCED CYCLE |
we're done! |
You Must be thinking "What the hell is a cheat cycle" - well, its what i call a 3 or 4 frame cycle. Its usually found in old nintendo games. heres some examples for you. |
3 frames, okay its a run, but its a good example of the 3 extremes i talked about earlier |
This is robert winchesters sprite from the treeva experience. it shows us a basic 4 frame cycle |
Click Here to go to rob's website |
Lets break these cycles up! |
This Techniques works fine for rather small characters |
This also works better for smaller characters both of these techniques work better on 12FPS oif you have it on 24fps have 3+ frames after each keyframe to even it up |
***End Of Cheat Cycle Tutorial*** |
Studying it |
thats it really these 'cheat' cycles are quite self-explanitory. |
What is so good about arms in a walking cycle? Well, thats easy, it defines the character, and better yet, their mood. This can be a VERY useful thing to play on and perfect. im going to go ahead and assume you viewed the advanced walks before this. though if you want to keep it basic, thats easy, just dont bother moving the torso when the character walks. |
we should have something like this by the end of the tutorial! |
Well, Well, Well, You thought you could escape that line method? nuh-uh, not here. As you may have noticed in the "Advanced Cycles" section then line wasnt always going to be at the top of the legs, but if you selected the legs and the hips, and moved them up as a group, it worked fine. same thing here. |
Draw an oval, the same with as the hips you drewi the walking cycles section, but make it around twice the height. This will be your characters torso. Now draw a line through the centre of your oval (in a new layer) |
Starting/Finishing |
Passing |
Here it is again, our main positions |
Getting Started |
Okay, so lets add in these frames. |
Hold for 2 frames |
adding frames |
Now the last frames. |
More Frames |
Add those frames together with your walks and there you go! |
During a walk you should know our arms are furthest apart when our legs are furthest apart. By changing just a few frames in the cycle, we can create a whole new walk. |
we see here the 'standard' leg movements yet little arm motion. Could be used for a sleepy/bored character |
extra info |
Well, i think thats all you need to know. Experiment with your walks cycles and soon enough you'll find your own method. |
Have fun with what you've learned, and best of luck to you with your future animations! |
***End Of Arm Motion Tutorial*** |
we're Done! |
Well, here we are at the end of the tutorial. I'm assuming you went through all of it in the 'correc't order, We've gone through a lot here and I hope you learned something useful. Every animator has their own way, this was just a look into my method of making a character walk. Experiment, play around with your walks and soon you'll find your own method. I hope this tutorial helped you on your way. |
You may have noticed the lack of "why" buttons further into the tutorial. There IS in-fact a reason for this. I explained the basic section much more thorough than I did the other sections because its the beginnning of the tutorial and you use simmilar methods throughout the other sections of the tutorial. I did make a point of mentioning the line lechnique at the beginning of each section. I found it VERY useful when making this tutorial, and I hope you found it useful when viewing this tutorial. |
This tutorial was incredibly difficult to make. It became obvious to me very early in why many people dont make tutorials, they're very hard to make. This took me quite a while to make because its harder than you think to explain something as complex as walking cycles, and trying to make sure others can understand it as well as yourself. We all learn differently. I did my best, and this turned out pretty good, I think. I just hope you learned something from this tutorial. |
For this tutorial I had to animate 8 walking cycles. Thats NOT including the sprite walks. Though this took so long, I learned a LOT from it myself. I made this when I saw some other tutorials which I didnt find incredibly helpful. No, I didnt need a tutorial on walking cycles, I just needed to know what others were like so I could (hopefully) be more helpful, and make a better tutorial. (I mean no offence to anyone who has made a walking cycle. Maybe yours IS good, I just didnt see it.) |
If you didn't like this tutorial, or thought it wasnt that helpful, fine. I cant please everyone, but I gave it my best shot, If you did like this, or find it very helpful, I'm glad that I helped you. I think I've taken enough time out of your day... Thanks for viewing this tutorial! |
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Symbol 194 Graphic | Used by:207 | |
Symbol 195 Graphic | Used by:207 | |
Symbol 196 Graphic | Used by:207 | |
Symbol 197 Graphic | Used by:207 | |
Symbol 198 Graphic | Used by:207 | |
Symbol 199 Graphic | Used by:207 | |
Symbol 200 Graphic | Used by:207 | |
Symbol 201 Graphic | Used by:207 | |
Symbol 202 Graphic | Used by:207 | |
Symbol 203 Graphic | Used by:207 | |
Symbol 204 Graphic | Used by:207 | |
Symbol 205 Graphic | Used by:207 | |
Symbol 206 Graphic | Used by:207 | |
Symbol 207 MovieClip | Uses:178 134 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 | Used by:Timeline |
Symbol 208 Text | Uses:64 96 | Used by:Timeline |
Symbol 209 Graphic | Used by:Timeline | |
Symbol 210 Text | Uses:64 | Used by:Timeline |
Symbol 211 Text | Uses:64 | Used by:Timeline |
Symbol 212 Graphic | Used by:241 | |
Symbol 213 Graphic | Used by:241 | |
Symbol 214 Graphic | Used by:241 | |
Symbol 215 Graphic | Used by:241 | |
Symbol 216 Graphic | Used by:241 | |
Symbol 217 Graphic | Used by:241 | |
Symbol 218 Graphic | Used by:241 | |
Symbol 219 Graphic | Used by:241 | |
Symbol 220 Graphic | Used by:241 | |
Symbol 221 Graphic | Used by:241 | |
Symbol 222 Graphic | Used by:241 | |
Symbol 223 Graphic | Used by:241 | |
Symbol 224 Graphic | Used by:241 | |
Symbol 225 Graphic | Used by:241 | |
Symbol 226 Graphic | Used by:241 | |
Symbol 227 Graphic | Used by:241 | |
Symbol 228 Graphic | Used by:241 | |
Symbol 229 Graphic | Used by:241 | |
Symbol 230 Graphic | Used by:241 | |
Symbol 231 Graphic | Used by:241 | |
Symbol 232 Graphic | Used by:241 | |
Symbol 233 Graphic | Used by:241 | |
Symbol 234 Graphic | Used by:241 | |
Symbol 235 Graphic | Used by:241 | |
Symbol 236 Graphic | Used by:241 | |
Symbol 237 Graphic | Used by:241 | |
Symbol 238 Graphic | Used by:241 | |
Symbol 239 Graphic | Used by:241 | |
Symbol 240 Graphic | Used by:241 | |
Symbol 241 MovieClip | Uses:212 134 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 | Used by:Timeline |
Symbol 242 Text | Uses:64 96 | Used by:Timeline |
Symbol 243 Graphic | Used by:Timeline | |
Symbol 244 Text | Uses:64 | Used by:Timeline |
Symbol 245 Graphic | Used by:Timeline | |
Symbol 246 Text | Uses:64 | Used by:Timeline |
Symbol 247 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 248 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 249 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 250 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 251 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 252 Graphic | Used by:Timeline | |
Symbol 253 Graphic | Used by:Timeline | |
Symbol 254 Text | Uses:64 | Used by:Timeline |
Symbol 255 Graphic | Used by:257 | |
Symbol 256 Text | Uses:64 96 | Used by:257 |
Symbol 257 MovieClip | Uses:255 256 | Used by:Timeline |
Symbol 258 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 259 Text | Uses:64 | Used by:Timeline |
Symbol 260 Button | Uses:51 78 | Used by:Timeline |
Symbol 261 Graphic | Used by:Timeline | |
Symbol 262 Text | Uses:64 | Used by:Timeline |
Symbol 263 Graphic | Used by:Timeline | |
Symbol 264 Text | Uses:64 | Used by:Timeline |
Symbol 265 Text | Uses:64 96 | Used by:Timeline |
Symbol 266 Graphic | Used by:Timeline | |
Symbol 267 Text | Uses:64 | Used by:Timeline |
Symbol 268 Graphic | Used by:Timeline | |
Symbol 269 Graphic | Used by:Timeline | |
Symbol 270 Text | Uses:64 | Used by:Timeline |
Symbol 271 Text | Uses:64 | Used by:Timeline |
Symbol 272 Graphic | Used by:Timeline | |
Symbol 273 Text | Uses:64 | Used by:Timeline |
Symbol 274 Graphic | Used by:Timeline | |
Symbol 275 Graphic | Used by:Timeline | |
Symbol 276 Text | Uses:64 | Used by:Timeline |
Symbol 277 Text | Uses:64 | Used by:Timeline |
Symbol 278 Graphic | Used by:Timeline | |
Symbol 279 Text | Uses:64 | Used by:Timeline |
Symbol 280 Graphic | Used by:Timeline | |
Symbol 281 Graphic | Used by:296 | |
Symbol 282 Graphic | Used by:296 | |
Symbol 283 Graphic | Used by:296 | |
Symbol 284 Graphic | Used by:296 | |
Symbol 285 Graphic | Used by:296 | |
Symbol 286 Graphic | Used by:296 | |
Symbol 287 Graphic | Used by:296 | |
Symbol 288 Graphic | Used by:296 | |
Symbol 289 Graphic | Used by:296 | |
Symbol 290 Graphic | Used by:296 | |
Symbol 291 Graphic | Used by:296 | |
Symbol 292 Graphic | Used by:296 | |
Symbol 293 Graphic | Used by:296 | |
Symbol 294 Graphic | Used by:296 | |
Symbol 295 Graphic | Used by:296 | |
Symbol 296 MovieClip | Uses:281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 | Used by:Timeline |
Symbol 297 Text | Uses:64 | Used by:Timeline |
Symbol 298 Text | Uses:64 | Used by:Timeline |
Symbol 299 Text | Uses:64 | Used by:Timeline |
Symbol 300 Text | Uses:64 | Used by:Timeline |
Symbol 301 Graphic | Used by:Timeline | |
Symbol 302 Text | Uses:64 | Used by:Timeline |
Symbol 303 Graphic | Used by:Timeline | |
Symbol 304 Text | Uses:64 | Used by:Timeline |
Symbol 305 Graphic | Used by:308 | |
Symbol 306 Graphic | Used by:308 | |
Symbol 307 Graphic | Used by:308 | |
Symbol 308 MovieClip | Uses:305 306 307 | Used by:Timeline |
Symbol 309 Text | Uses:64 | Used by:Timeline |
Symbol 310 Bitmap | Used by:311 312 313 314 323 | |
Symbol 311 Graphic | Uses:310 | Used by:315 |
Symbol 312 Graphic | Uses:310 | Used by:315 |
Symbol 313 Graphic | Uses:310 | Used by:315 |
Symbol 314 Graphic | Uses:310 | Used by:315 |
Symbol 315 MovieClip | Uses:311 312 313 314 | Used by:Timeline |
Symbol 316 Text | Uses:64 | Used by:Timeline |
Symbol 317 Text | Uses:64 | Used by:318 |
Symbol 318 Button | Uses:317 | Used by:Timeline |
Symbol 319 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 320 Graphic | Used by:Timeline | |
Symbol 321 Text | Uses:64 | Used by:Timeline |
Symbol 322 Text | Uses:64 | Used by:Timeline |
Symbol 323 Graphic | Uses:310 | Used by:Timeline |
Symbol 324 Text | Uses:64 | Used by:Timeline |
Symbol 325 Text | Uses:64 | Used by:Timeline |
Symbol 326 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 327 Text | Uses:64 | Used by:Timeline |
Symbol 328 Text | Uses:64 | Used by:Timeline |
Symbol 329 Graphic | Used by:Timeline | |
Symbol 330 Text | Uses:64 96 | Used by:Timeline |
Symbol 331 Graphic | Used by:345 | |
Symbol 332 Graphic | Used by:345 | |
Symbol 333 Graphic | Used by:345 | |
Symbol 334 Graphic | Used by:345 | |
Symbol 335 Graphic | Used by:345 | |
Symbol 336 Graphic | Used by:345 | |
Symbol 337 Graphic | Used by:345 | |
Symbol 338 Graphic | Used by:345 | |
Symbol 339 Graphic | Used by:345 | |
Symbol 340 Graphic | Used by:345 | |
Symbol 341 Graphic | Used by:345 | |
Symbol 342 Graphic | Used by:345 | |
Symbol 343 Graphic | Used by:345 | |
Symbol 344 Graphic | Used by:345 | |
Symbol 345 MovieClip | Uses:331 332 333 334 335 336 337 338 339 340 341 342 343 344 | Used by:394 Timeline |
Symbol 346 Text | Uses:64 | Used by:Timeline |
Symbol 347 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 348 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 349 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 350 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 351 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 352 Graphic | Used by:Timeline | |
Symbol 353 Text | Uses:64 96 | Used by:Timeline |
Symbol 354 Graphic | Used by:Timeline | |
Symbol 355 Text | Uses:64 | Used by:Timeline |
Symbol 356 Graphic | Used by:Timeline | |
Symbol 357 Text | Uses:64 | Used by:Timeline |
Symbol 358 Text | Uses:64 | Used by:Timeline |
Symbol 359 Text | Uses:64 | Used by:Timeline |
Symbol 360 Text | Uses:64 | Used by:Timeline |
Symbol 361 Button | Uses:66 67 68 | Used by:Timeline |
Symbol 362 Graphic | Used by:Timeline | |
Symbol 363 Text | Uses:64 | Used by:Timeline |
Symbol 364 Text | Uses:64 | Used by:Timeline |
Symbol 365 Text | Uses:64 | Used by:Timeline |
Symbol 366 Graphic | Used by:Timeline | |
Symbol 367 Text | Uses:64 | Used by:Timeline |
Symbol 368 Graphic | Used by:Timeline | |
Symbol 369 Text | Uses:64 | Used by:Timeline |
Symbol 370 Graphic | Used by:Timeline | |
Symbol 371 Text | Uses:64 | Used by:Timeline |
Symbol 372 Graphic | Used by:388 | |
Symbol 373 Graphic | Used by:388 | |
Symbol 374 Graphic | Used by:388 | |
Symbol 375 Graphic | Used by:388 | |
Symbol 376 Graphic | Used by:388 | |
Symbol 377 Graphic | Used by:388 | |
Symbol 378 Graphic | Used by:388 | |
Symbol 379 Graphic | Used by:388 | |
Symbol 380 Graphic | Used by:388 | |
Symbol 381 Graphic | Used by:388 | |
Symbol 382 Graphic | Used by:388 | |
Symbol 383 Graphic | Used by:388 | |
Symbol 384 Graphic | Used by:388 | |
Symbol 385 Graphic | Used by:388 | |
Symbol 386 Graphic | Used by:388 | |
Symbol 387 Graphic | Used by:388 | |
Symbol 388 MovieClip | Uses:372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 | Used by:Timeline |
Symbol 389 Text | Uses:64 | Used by:Timeline |
Symbol 390 Text | Uses:64 | Used by:Timeline |
Symbol 391 Graphic | Used by:Timeline | |
Symbol 392 Text | Uses:64 | Used by:Timeline |
Symbol 393 Graphic | Used by:Timeline | |
Symbol 394 MovieClip | Uses:345 | Used by:Timeline |
Symbol 395 Text | Uses:64 | Used by:Timeline |
Symbol 396 Text | Uses:64 | Used by:Timeline |
Symbol 397 Text | Uses:64 | Used by:Timeline |
Symbol 398 Graphic | Used by:Timeline | |
Symbol 399 Text | Uses:64 | Used by:Timeline |
Symbol 400 Graphic | Used by:403 404 | |
Symbol 401 Graphic | Used by:403 404 | |
Symbol 402 Graphic | Used by:403 404 | |
Symbol 403 Button | Uses:400 401 402 | Used by:Timeline |
Symbol 404 Button | Uses:400 401 402 | Used by:Timeline |
Symbol 405 Text | Uses:52 | Used by:411 |
Symbol 406 Font | Used by:407 408 | |
Symbol 407 Text | Uses:52 406 | Used by:411 |
Symbol 408 Text | Uses:52 406 | Used by:411 |
Symbol 409 Text | Uses:52 | Used by:411 |
Symbol 410 Text | Uses:52 | Used by:411 |
Symbol 411 MovieClip | Uses:405 407 408 409 410 | Used by:Timeline |
Streaming Sound 1 | Used by:Symbol 18 MovieClip | |
Streaming Sound 2 | Used by:Symbol 62 MovieClip |
Instance Names
"loadBar" | Frame 1 | Symbol 12 MovieClip |
"control" | Frame 4 | Symbol 56 MovieClip |
"control" | Frame 5 | Symbol 56 MovieClip |
"whydemo" | Frame 5 | Symbol 83 MovieClip |
"why1" | Frame 7 | Symbol 103 MovieClip |
"why2" | Frame 9 | Symbol 123 MovieClip |
"why3" | Frame 11 | Symbol 174 MovieClip |
"control" | Frame 13 | Symbol 56 MovieClip |
"why4" | Frame 14 | Symbol 257 MovieClip |
"control" | Frame 19 | Symbol 56 MovieClip |
"control" | Frame 21 | Symbol 56 MovieClip |
"ending" | Frame 27 | Symbol 411 MovieClip |
"control" | Frame 27 | Symbol 56 MovieClip |
Dynamic Text Variables
loadText | Symbol 6 EditableText | "" |
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