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Aim 2

This document outlines the process of creating a frame-by-frame animation in Adobe Flash using six JPEG images of a juggler. It details steps for importing images, constructing blank keyframes, and setting the stage dimensions to fit the images. The final goal is to publish the animated movie as a SWF file for internet access.

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madhu bala
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0% found this document useful (0 votes)
36 views4 pages

Aim 2

This document outlines the process of creating a frame-by-frame animation in Adobe Flash using six JPEG images of a juggler. It details steps for importing images, constructing blank keyframes, and setting the stage dimensions to fit the images. The final goal is to publish the animated movie as a SWF file for internet access.

Uploaded by

madhu bala
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Aim: Practice Frame by Frame animation in Flash.

We are now ready to construct an animation.Animation is at the core of Flash and will lead to anatural transition into
programming with ActionScript 3.0.
Animation is the phenomenon of being able to perceive movemen tfrom aseries of still images and is based on perceptional
illusion. Frame-by-frame animation is considered to be the most basic form of animation. It uses unique artwork in each frame
and is ideal for complex animations such as facial expressions that require subtle changes.
The main goal is to create and publish the frame-by-frame animated jugglershown inFigure 1-27 using six original JPEG images.
The specific objectives are as follows:

Importing external JPEG images into the library.These images will be used in the animation.
Understanding and constructing blankkeyframes
Adding sounds to an animatedmovie
Publishing the final animated movie as aSWFfile to be accessed over theInternet

Figure1-27The juggler linear animation.


PartI: Importing JPEGimages into the Library

Step1:Start AdobeFlash. Choose FlashFile(AS3).Save this newFlashdocumentas


Juggler.fla.

Step 2:Choose File > Import > Import to Library…Use the dialog box to locate the JPEG filesJ1,J2,J3,J4,J5,andJ6
saved on theTutorial2Folder.This folder can be found at the companion website. These six images are shown in
Figure 1-28.
Step3:Select all sixJPEGfiles byShift-Clicking each one in turn.ClickOpen.
Verify that all six jpeg’s are stored as bitmapsymbols in the library.

Figure1-28ThesixJPEGsusedtoconstructtheframe-by-framejuggleranimation.

PartII :Constructing a Frame-by-Frame Animation using Blankkeyframes


Before building the animation,it is necessary to make sure that the stage is properly sized to fit the images. Since the
images themselves are all exactly 396 pixels in height and 308 pixels in width, we will use these values for the stage
size.
Step1:Click on a blank part of the stage.From the PropertiesInspector,locate Size and Click Edit.
Change the stage dimensions for the attributes width and height to 308 and 396 respectively.

In frame-by-frame animations, each frame will hold a different image. In Flash, the insertion of a blankkeyframe is
the creation of a blank,or empty,frame in the timeline. This tutorial will use six independent images, each placed in a
strict sequence within a blankkeyframe,to produce the final frame-by-frame animation.The first frame of any new
Flash document is already created as a blank keyframe.

Step2:Select frame1 of Layer1in the timeline(it will appear highlighted).Drag the bitmap image named J1 to the stage.

Step3:Use the Selection tool to select the instance of the bitmap on the stage.From the Properties Inspector, set the x
and y positions to zero.
Step4:Select frame2 of Layer1 in the timeline.Right-clicka nd choose InsertBlankKeyframe to insert a
new clean frame at this location in the timeline.Drag the bitmap image named J2 to the stage.Set its x and
y positions to zero.

Step5:Select frame3 of Layer1 in the timeline.Right-click and choose Insert BlankKeyframe.


Drag the bitmap image namedJ3 to the stage.Set its x and y positions to zero.

Follow this process three more times to place the remaining bitmap symbols,J4,J5,and
J6,inframes4,5,and6. Remember to set the x and y positions for each instance on the stage.

At this point the timeline should contain six frames,as seen in Figure1-29,each containing different
images.Move
thePlay head across the timeline to manually visualize the animation.

Figure1-29 The Timeline containing a frame-by-frame animation.

SettheFramesPer
Second to 12.

Step6:Locate the fps(framespersecond) setting at the bottom of the timeline and change it to a slower
speed of 12 as shown in Figure 1-29

Step7: Save the file To see your animation in action, and choose Control>Test Play.

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